GSGS (Gamification and Serious Games Symposium) call for papers until February 22, 2021
Publication in the GSGS annual publication
The Gamification and Serious Games Symposium is an international conference with Innosuisse, HES-SO, HE-Arc, La Source, and NIFFF as privileged partners. It aims to become a major point of contact between engineers, researchers and artists concerned with the development of innovative tools, media or interactive works where end-users are stimulated by ludic processes. Its content - short conferences, demonstrations, round tables, networking and workshops - produces a dynamic interface between industrial challenges, artistic innovations and academic research.
The 6th edition will be held from June 21 to July 9, 2021 in a mixed edition:
- Five online afternoon sessions, led by professional journalists;
- Three days of on-site sessions, including workshops in Lausanne (depending on health measures, the main conferences will be held online).
All contributions will undergo a review process with at least three reviewers; accepted abstracts and short articles will be published in the annual book.
Submissions to GSGS'21 can take one of the following formats:
1) In the form of a 1000-character summary:
- A position paper that presents a defensible opinion on an issue. The objective of a position paper is to convince the audience that your opinion is valid and worth listening to, without the need to present completed research and/or validated results.
- Call for collaboration to establish contact for a specific project with a view to development or financial support.
- Demonstration summary: description of a real, tested and validated job that will be available on site for demonstration.
2) A four-page article including two illustrations:
- Classic article: present a new project or an old work with at least 30% novelty - such as an extension or new results.
- Experience-sharing article : present long-term evaluations and analyses of a past project.
Topics of interest
Serious Games, Gameful design, game-oriented simulation, gamification concepts or software applied to the following fields: Health, Education, Society, Politics, Training, Economics, Edu-marketing & Advertising, Business Expertise, Security, Construction and Architecture, Film and Animation, Culture, Tourism.