Special Issue on Serious Games

Elsevier Journal Entertainment Computing Special Issue

and Workshop on: "Serious Games Development and Applications"

Aims and Scope 

The recent emergence of serious games as a branch of video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include engineering, education, health care, military applications, city planning, production, crisis response, and training. Serious games have primarily been used as a tool that gives players a novel way to interact with games in order to promote physical activities, to learn skills and knowledge, to support social-emotional development, to treat different types of psychological and physical disorders, etc. Many recent studies have identified the benefits of using video games in a variety of serious purposes. Since games technology is inexpensive, widely available, fun and entertaining people of all ages, if combine with conventional methodologies in many application domains, it could provide a powerful means of encouraging people more effectively in designated activities.

This workshop and special issue on "Serious Games Development and Applications" aim at collecting and disseminating information on video games technologies, design and development of serious games; to provide game designers and interdisciplinary communities with a peer-reviewed forum to discuss the state-of-the-art in computer games research, their ideas and theories, and innovative applications of video games; to explain cultural, social and scientific phenomena by means of computer games; to concentrate on the interaction between theory and application; to develop new methodologies in various application domains using games technologies; and to explore perspectives of future developments and innovative applications relevant to serious games and related areas. 

The workshop is sponsored by the University of Derby. Accepted papers are expected to present high quality material that illustrates the broad range of exciting work in serious games. Authors of accepted papers will be invited to submit an extended paper to a special issue of Entertainment Computing. This special issue will serve as a landmark source in these areas, and as a reference to educators, developers, researchers and graduate students interested in updating their knowledge about video games technologies and serious applications.

Subject Coverage

Areas of interest include, but are not limited to:

·        Game design, game study, game theories

·        Simulation, modelling

·        Gaming; post-experience analysis; role-play; gameplay

·        Virtual Reality, 3D Visualisation

·        Active learning, experiential learning, social learning

·        Medical applications of games technology

·        Industrial and scientific applications of games in engineering, healthcare, education and learning theories, training, military, production, human interfaces, crisis response, public policy, cognition, psychology, communication, decision making, environmental issues, sociology, international studies, peace and conflict studies, organization studies, etc.

·        Emerging technologies, e.g. peer-to-peer network and cloud computing, and games; game engines and frameworks

·        Use of games in economics, marketing, business, management, and entrepreneurship, e.g. to enhance productivity in business processes

·        Use of games for enhancing users’ quality of experience in mobile computing applications and social networks

The Workshop

The International Workshop on Serious Games Development and Applications is open to people from all academic institutions or industry who wanted to present or receive new information in the field of serious games.

Date:  8 July 2010
University of Derby, Kedleston Road, Derby, UK
Fee:     No registration fee.
The workshop is funded by the University of Derby.

Registration closes Thu 24th June 2010. Please Email the completed registration form to m.ma@derby.ac.uk before 24th June 2010.

The Workshop Programme is here

Photo gallery

Call for Papers

There is a two-stage publication process:

1st stage: Submit an extended abstract to the workshop
The abstracts are of approximately 2-3 pages in length. They will be peer-reviewed (in three weeks).
Please submit the extended abstract to the workshop chair and the guest editor Dr. Minhua Eunice Ma <m.ma@derby.ac.uk> in the form of a pdf file attached to an email.

2nd stage: Full paper submission to the journal
Authors of accepted papers will be invited to submit a full paper to Entertainment Computing via Elsevier online submission system (EES) http://ees.elsevier.com/entcom/default.asp. Details will follow shortly after the workshop.
All papers must be original, of high quality and of approximately 8–12 pages in length at the publication stage. Submitted papers should not have been previously published nor be currently under consideration for publication elsewhere. All papers will be refereed through a standard Elsevier peer review process. A guide for authors and other relevant information for submitting papers are available on the Elsevier Author Guidelines webpage.

Publication Schedule

Abstract due:                          11 June 2010

Notification of review results:   20 June 2010

Workshop registration deadline: 24 June 2010

Workshop:                                8 July 2010

Extended paper due:                  6 September 2010

Notification of review results:   15 October 2010

Manuscript delivery to the publisher: 25 October 2010

Target Publication date:            January 2011

Guest Editors:

Dr. Minhua Ma, Reader, School of Computing, University of Derby, UK.

Dr. Minhua Eunice Ma is Reader in Visualisation & Virtual Reality and Programme Leader for MSc Computer Games Production at the School of Computing, University of Derby. She completed her Doctorate in Computer Science from the University of Ulster in 2005 and MSc in Computing Science from the University of Newcastle upon Tyne in 2001. Her research areas include Virtual Reality, 3D visualisation, serious games, and Natural Language Processing. Her principal lines of work have been published in about 40 peer-reviewed scientific journals as well as conference proceedings. She has received grants from the Northern Ireland Chest, Heart and Stroke Association for her work on Virtual Reality in rehabilitation and a number of other grants for her research in visualisation and games. She has been supervising Ph.D. students in video games, digital watermarking and e-learning. With her team she has been developing Virtual Reality games for healthcare and natural language visualisation systems with broad impact in intelligent multimedia, serious games, forensic visualisation and other areas. Dr. Ma is a guest editor of a special issue of the International Journal of Intelligent Decision Technologies, and has served on the Editorial Board of Scientific Journals International and the Foxwell & Davies Ltd Scientific Publisher and numerous conference committees.

Prof. Nikolaos Antonopoulos, Head of School of Computing, University of Derby, UK. 

Professor Nick Antonopoulos is currently the Head of School of Computing and Assistant Dean (Research) of the Faculty of Business, Computing & Law at the University of Derby. Prior to joining the University of Derby in March 2009 he was a Senior Lecturer (US Associate Professor) and Director of the MSc Degrees at the Department of Computing, University of Surrey, UK. He holds a BSc in Physics (1st class) from the University of Athens in 1993, an MSc in Information Technology from Aston University in 1994 and a PhD in Computer Science from the University of Surrey in 2000. Prior to joining the academia he has worked as a networks consultant and was the co-founder and director of a company developing Web-based management information systems. He has over 12 years of academic experience during which he has designed and has been managing advanced Masters Programmes in computer science at the University of Surrey. He has published over 80 articles in fully refereed journals and international conferences. He has received a number of best paper awards in conferences and graduated 6 PhD students. He has edited two books in the field of P2P, Grids and Cloud Computing published by IGI Global and Springer respectively. He is on the editorial board of the Springer journal of Peer-to-Peer Networking and Applications (effective from 2009) and on the advisory editorial board of the IGI Global Handbook of Research on Telecommunications Planning and Management for Business. He is a Fellow of the UK Higher Education Academy and a full member of the British Computer Society.

Dr. Manuel Fradinho Oliveira, R&D Director, Cyntelix, Netherlands

Manuel Fradinho Olivera is the research director of Cyntelix, and is responsible for the business development of several successful innovations. His research interests include collaborative virtual environments, immersive virtual reality, networked virtual environments, game design, human factors, and serious games. He has more than 70 refereed conference and journal publications to date. He received his doctorate from University College London, which focused on creating networked virtual environment systems, which yielded a patent addressing subjective networked compensation techniques. He is currently actively involved in rapid competence development environments using serious games, being the scientific coordinator of the TARGET research project (IST Project 231717). In addition, he has recently published Networked Graphics, Building Networked Games and Virtual Environments by Morgan Kaufman.