Preliminary programme

Session Timing


  • 08.30-17.00   Registration
  • 09.00-09.30   Welcome Address and Introduction to GAME-ON'2021
  • 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   Workshop
  • 20.30-   Free Evening

  • 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   Roundtable
  • 18.00-23.00   Social Event and Conference Dinner

  • 08.30-09.00   Registration
  • 09.00-10.00   Keynote
  • 10.00-10.30   Coffee Break
  • 10.30-12.30   Session
  • 12.30-12.45   Closing Session

Keynotes

KEY_01
AI and Games Technology

Simon See, Senior Director, Nvidia AI Technology Center

INV_01
An(other) overview of Procedural Content Generation Techniques applied to Game Design and Development

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

INV_02
The Highs and Lows of Natural Language Learning Gamification

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

INV_03
Sustainable Resilient Gamified Digital Solutions for the Next Generation

Sanaul Haque, University of Oulu, North Ostrobothnia, Oulu, Finland

Workshop

WO_01
Using Modern Board Game Mechanisms to develop Simple Analog Serious Games

Micael Sousa, University of Coimbra, Coimbra, Portugal

Round Table Discussion

RTD_01
The Use of Digital Games and AI for Health and Wellbeing

Maria Clara Mesa, Alternova, Newark, USA, John Muñoz, University of Waterloo, Canada et al...

Sessions

Game Analysis/Theory

GAME_01_AN_METH
The Wolf among us: Heuristic Evaluation of a Digital Game with Narrative

Cláudia Ortet and Ana I. Veloso, Department of Communication and Art, University of Aveiro, Aveiro, Portugal

GAME_02_AN_METH
FEZ Game – An Heuristics Evaluation

Francisco Regalado, Tânia Ribeiro, Ana Isabel Veloso, University of Aveiro, DigiMedia, Department of Communication and Art, Aveiro, Portugal

GAME_METH_04
Bursted Behavior Trees

Jir Berny and Jakub Gemrot, Department of Software and Computer Science Education, Univerzita Karlova, Matematicko-fyzikalnfakulta, Prague, Czech Republic

Game AI

GAME_AI_01
Towards Training Swarms for Game AI

Estefano Palacios and Enrique Pelaez, Escuela Superior Politecnica del Litoral, Campus Gustavo Galindo; Guayaquil, Ecuador

GAME_DES_01
Solitaire paper Automation: When Solitaire Modern Board Game Modes Approach Artificial Intelligence

Micael Sousa, University of Coimbra, Coimbra and Marco Silva, Microsoft Portugal, Portugal

GAME_AFFECT_01
Towards Effectively Adapting Games: What needs to be conquered to Achieve Adaptation

Phil Lopes and Micaela Fonseca, Lusofona University, HEI-Lab, Portugal

GAME_LEARN_01
Human vs Wavefunctioncollapse (WFC) Video Game City General Challenge

Werner Gaisbauer and Helmut Hlavacs, Entertainment Computing Research Group, University of Vienna, Austria

NPC’S and Avatars

GAME_AI_3_OPP
Combining Reinforcement Learning with Finite-State Machines for Non-Playable Characters

Joshua Damasio Gil Lopes and Claudia Freitas, University Institute of Maia, Maia, Portugal

GAME_DES_03
Why we Play Whom we Play: On the Correlation between Player Personality and Choice of Avatar

Lukas Keuter and Emmanuel Guardiola, Cologne Game Lab, TH Köln, Cologne, Germany

GAME_OPP_01
Identification of Play Styles in Universal Fighting Engine

Kaori Yuda, Shota Kamei, Riku Tanji, Ryoya Ito, Ippo Wakana and Maxim Mozgovoy The University of Aizu, Tsuruga, Ikki-machi, Aizu-Wakamatsu, Fukushima, Japan

Game Design

GAME_SER_01
OutSmart! Evaluation of a Serious Game and its Conversational Interface for Reflective Social Media Use

Barbara Göbel, Dayana Hristova, Suzana Jovicic, Simone Kriglstein and Helmut Hlavacs; University of Vienna, Vienna, Austria and Mazaryk University, Brno, Czech Republic

GAME_PHYS_01
Using the UNITY Game Engine for Traffic Simulation

Nikolaos Potiriadis, School of Design and Informatics, Abertay University, Dundee, Scotland, United Kingdom

Gamification

GAMIF_01_DES
Designing a Gamified Self-Compassion

L.M. van der Lubbe, C. Gerritsen, M.C.A. Klein and K.V. Hindriks, Computer Science, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands and R.F. Rodgers, APPEAR, Department of Applied Psychology, Northeastern University, Boston, USA and Department of Psychiatric Emergency & Acute Care, Lapeyronie Hospital, CHRU Montpellier, Montpellier, France

GAMIF_03
A Pilot Study of a Gamified Self-Compassion Training

L.M. van der Lubbe, C. Gerritsen, M.C.A. Klein and K.V. Hindriks, Computer Science, Vrije Universiteit Amsterdam, Amsterdam, The Netherlands and R.F. Rodgers, APPEAR, Department of Applied Psychology, Northeastern University, Boston, USA, Department of Psychiatric Emergency & Acute Care, Lapeyronie Hospital, CHRU Montpellier; Montpellier, France

GAMIF_05
“Gamification for All”: Planning and Designing a Community-Oriented Gamification Strategy

Francisco Regalado, Sónia Machado, Liliana Vale Costa, Ana Veloso, Carlos Santos, Óscar Mealha, University of Aveiro, DigiMedia, Dep.of Communication and Art, Aveiro, Portugal and João Henrique Silva, Proximus, Brussels, Belgium

Mobile Gaming

GAME_MOBILE_VR_01
MusA: a Gamified Virtual Reality Museum

Fernando Sousa, José Nunes, Carlos Santos, João Magalhães, Joaquim Moreira, and Mário Vairinhos, University of Aveiro, DigiMedia, Department of Communication and Art Campus Universitário de Santiago, Aveiro, Portugal

GAME_PER_01_METH
Gamification Design Patterns and Touchscreen Interactions in Mobile Apps for Senior Citizens: An Overview

Cláudia Ortet, Liliana Costa and Ana Isabel Veloso, Department of Communication and Art, University of Aveiro, Aveiro, Portugal




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