Preliminary programme

Session Timing

  • 08.30-17.00   Registration
  • 09.00-09.15   Welcome Address and Introduction to GAME-ON'2022
  • 09.15-10.00   Keynote - KEY_02
  • 10.00-10.30   Coffee Break
  • 10.30-12.30   Session
  • 12.30-14.00   Lunch
  • 14.00-15.00   Workshop
  • 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 - KEY_03
  • 10.00-10.30   Coffee Break
  • 10.30-12.30   Session
  • 12.30-14.00   Lunch
  • 14.00-15.00   Workshop
  • 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 - KEY_01
  • 10.00-10.30   Coffee Break
  • 10.30-12.30   Session
  • 12.30-12.45   Closing Session


How can state-of-the-art Digital Tools used in Built Heritage Conservation inspire the Video Games industry?

Marco Francesco Funari, Department of Civil and Environmental Engineering, University of Surrey, Guildford, United Kingdom, and Paulo B. Lourenço and Daniel V. Oliveira, Department of Civil Engineering, University of Minho, ISISE, Guimarães, Portugal and Javier Ortega, Instituto de Tecnologías Físicas y de la Información "Leonardo Torres Quevedo" (ITEFI), CSIC, Madrid, Spain

Guidelines and Case Studies on Collaboration with Computer Game Industry for Academic Research and Education

Gary Ushaw, Richard Davison and Graham Morgan, School of Computing, Newcastle University, Newcastle upon Tyne, United Kingdom

Com@Rehab – Terminology meets VR in Rehabilitation Scenarios based on Real-Life Activities

Rute Costa, Linguistics Department, FCSH, NOVA University Lisbon, and Micaela Fonseca, Lusófona University, HEI-Lab, Lisbon, Portugal


Using Modern Board Game Mechanisms to develop Simple Analog Serious Games

Micael Sousa, University of Coimbra, Coimbra, Portugal

Designing Game Narratives

Pedro Beça and Mónica Aresta, University of Aveiro, Department of Communication and Art DigiMedia, Digital Media and Interaction Research Center, Aveiro, Portugal

Space, Sound and the Peacocks

Helena Barbas, NOVA-FCSH, Lisbon, Portugal

Round Table Discussion

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...


Game Development Applications

Macro-Controlled Generation of Geometry Using Vector Fields and their Application

Robert Roth and Bernard Beitz, Chair of Automation / Computer Science, University of Wuppertal, Wuppertal, Germany

A Car Racing Game to Measure Time Perception

Yoones A. Sekhavat, Abbas Mousivand, Hesam Sakian Mohammadi and Leila Dobakhti, Faculty of Multimedia, Tabriz Islamic Art University, Tabriz, Iran

Gaming Environment Creation

GAN-Based Content Generation of Maps for Strategy Games

Vasco Nunes, Instituto Superior Técnico, Lisbon, Portugal

Playable Characters in Digital Games: a Genre Taxonomy Proposal

Tânia Ribeiro and Ana Isabel Veloso, University of Aveiro, DigiMedia, Department of Communication and Art , Campus Universitário de Santiago, Aveiro, Portugal

Player Analysis

Player Needs Inventory (PNI): An Analytical Framework for Analyzing Player Motives in Video Games

Barbaros Bostan, Bahcesehir University Dep. of Digital Game Design, Istanbul, Turkey and Diğdem Sezen, Teesside University, School of Arts and Creative Industries, Middlesbrough, United Kingdom

Passive Collaboration and Connections in a ‘Strand Game’: Changing the Way we play

Barbaros Bostan, Bahcesehir University Dep. of Digital Game Design, Istanbul, Turkey and Sercan Şengün, Illinois State University, Wonsook Kim School of Art, Creative Technologies, Normal, IL, USA

Environmental Awareness

Creation of Digital Games for Environmental Awareness by Young Adult Students Systemization and Critical Analysis of the Process

Tanira M. H. Suandique, Aveiro, Porto and Lurio University, Porto and Pedro Beça, Monica Aresta, Aveiro University, Aveiro, Portugal

Discovering Relational Population: The Gamification Design for Digital Placemaking in the Neighborhood

Ming-Lun, Hsieh and Ming Turner, Institute of Creative Industries Design, National Cheng Kung University, Tainan City, Taiwan (R.O.C.)

VR Gaming Environments

Minogrid: A Framework for the Creation of Virtual Reality Experiment and Therapy Applications

Christoph Pressler, Daniel Martinek, Patrick Pazour and Helmut Hlavacs, University of Vienna, Faculty of Computer Science, Entertainment Computing, Vienna, Austria Charly Harbord, Abertay University, School of Design and Informatics,, Games and Arts Research, Dundee, Scotland, United Kingdom

Interaction Design in Virtual Reality and Games: A Comparative Human Social and Psychological Needs Perspective

Li Zheng, Rensselaer Polytechnic Institute, Troy, USA

Board Games Programming

Playing at Class: Increasing the Awareness of Tabletop Game Design for Videogame Development

Micael Sousa, University of Coimbra, Coimbra, Portugal

Designing Programming Exercises from Board Games

Maxim Mozgovoy, The University of Aizu, Tsuruga, Ikki-machi, Aizuwakamatsu, Japan