Preliminary programme

Session Timing


  • 08.30-17.00   Registration
  • 09.00-09.30   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

Keynotes

KEY_01
How can State of The Art Digital Tools help Architectural Heritage Representations in Video Games?

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

KEY_02
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

KEY_03
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

Workshops

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

Micael Sousa, University of Coimbra, Coimbra, Portugal

WORK_02
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

WORK_03
Space, Sound and the Peacocks

Helena Barbas, NOVA-FCSH, Lisbon, 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 Development Applications

GAME_DEV_01
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

SER_01
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

STRAT_01
GAN-Based Content Generation of Maps for Strategy Games

Vasco Nunes, Instituto Superior Técnico, Lisbon, Portugal

AFFECT_01
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

GAME_DES_01
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

GAME_DES_02
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

GAME_DES_03
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

GAMIF_01
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

SER_03
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

GAMES_DES_05
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

METH_01
Playing at Class: Increasing the Awareness of Tabletop Game Design for Videogame Development

Micael Sousa, University of Coimbra, Coimbra, Portugal

SER_02
Designing Programming Exercises from Board Games

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