Preliminary programme

Session Timing


  • 08.30-17.00   Registration
  • 09.00-09.30   Welcome Address and Introduction to GAME-ON'2020
  • 09.30-10.30   Keynote
  • 10.30-11.00   Coffee Break
  • 11.00-12.30   Session
  • 12.30-14.00   Lunch
  • 14.00-15.00   Keynote
  • 15.00-15.30   Coffee Break
  • 15.30-17.30   Session
  • 20.30-   Conference Dinner

  • 08.30-17.00   Registration
  • 09.00-10.00   Keynote
  • 10.00-10.30   Coffee Break
  • 10.30-12.30   Session
  • 12.30-14.00   Lunch
  • 14.00-15.00   Session
  • 15.00-15.30   Coffee Break
  • 15.30-17.00   Workshop
  • 17.00-17.15   Closing Session
  • 19.00-23.00   Social Event

Keynotes

KEY_01
Procedural Content Generation Techniques applied to Game Design and Development

Davide Gadia, Università degli Studi di Milano, Milan, Italy

KEY_02
The Highs and Lows of Natural Language Learning Gamification

Maxim Mozgovoy, The University of Aizu, Aizuwakamatsu, Fukushima, Japan

KEY_03
Evaluation of a VR system for Pain Management using Binaural Acoustic Stimulation

Francisco José Perales López, Catedrático de Universidad CCeIA, Dep. Matemáticas e Informatica, UIB, Palma de Mallorca, Illes Balears, Spain

Workshop

WORK_01
Using Modern Board Game Mechanisms to develop Simple Analog Serious Games

Micael Sousa, University of Coimbra, Coimbra, Portugal

Sessions

Game Design

GAME_METH_01
Co-Creating Gamified Service Design - Case Gamified Airport Security Workshop

Pirita Ihamäki, Prizztech Ltd. and Katriina Heljakka, University of Turku, Pori, Finland

GAME_METH_02
Designing a Mobile Game to Generate Player Data | Lessons Learned

William Wallis, William Kavanagh, Alice Miller and Tim Storer, University of Glasgow, Glasgow, Scotland, United Kingdom

GAME_METH_04
Towards the Creation of a Conceptual Framework in the Context of GAMERS4NATURE Toolkit to Game Design

Pedro Beça, Rita Santos, Ana Isabel Veloso, Mónica Aresta and Gonçalo Gomes, University of Aveiro, Campus Universitário de Santiago, Portugal

AI in Game Design

GAME_AI_01
How to make a Horror Game Scary: A Case Study

Yuan Tu and Maxim Mozgovoy, The University of Aizu, Fukushima, Japan

GAME_AI_03
Evaluating Clustering Methods Underpinning Content Generation in Games using GANs

Gabriel Lacey and Ruth E Falconer, Abertay University, Dundee, Scotland, United Kingdom

Game Mechanics

GAME_SER_01
Multi-Modal Study of the Effect of Information Complexity in a Crisis Management Game

Paris Mavromoustakos Blom and Pieter Spronck, Tilburg University, Tilburg and Sander Bakkes, Utrecht University Utrecht, The Netherlands

GAME_SER_02
From Learning Mechanics to Tabletop Mechanics: Modding Steam Board Game to be a Serious Game

Micael Sousa and Joana Dias, University of Coimbra, Coimbra, Portugal

Game Player Interaction

GAME_AFFECT_01
Exploring Peak-end Effects in Player Affect through Hearthstone

Agner Piton, Paris Mavromoustakos Blom and Pieter Spronck, Tilburg University, Tilburg, The Netherlands

GAME-STORY_01
Player Modeling for Role Playing Games

Henrique Fernandes and Pedro A. Santos, Instituto Superior Tecnico / INESC-ID, Lisboa, Portugal

Real World Gamification

GAME_GAMIF_01
Gamified Doll-Dramas: Provocations, Playbor and Participatory Play practices in the Age of iTV

Katriina Heljakka, University of Turku and Pauliina Tuomi, University of Tampere, Pori, Finland

GAMIF_03
Gamified App to promote Senior Cyclo-Tourism: A Pilot Study

Cláudia P. Ortet, Ana I. Veloso and Liliana V. Costa, DigiMedia - Digital Media and Interaction Research Centre, University of Aveiro, Aveiro, Portugal

GAMIF_05
Effects of Daily Routine on Students' SDT Needs Satisfaction: A Pilot Study towards developing a Digital Gamified System

Sanaul Haque, Daire O'Broin and Joseph Kehoe, gameCORE Research Centre. Institute of Technology Carlow, Carlow, Ireland




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