Serious Games

Submit an article to EAI Endorsed Transactions on Serious Games

Submissions templates:

Submit your article via e-Scripts

ISSN: 
2034-8800
Scope: 

Games are structured contexts where players have clear objectives, with victory as the end goal. In a game, players must solve problems, overcome challenges and face opponents (real or game characters) but always respecting a clearly-defined set of rules. Failure to follow these rules implies a punishment or penalty. Games are highly interactive products that keep the player in a state of focused motivation, or “flow” as defined by Csikszentmihalyi. The player is always on the edge of his/her abilities, with the permanent feeling that he/she is about to reach the goal, about to go to the next level. This motivates the player to try, to give his/her best and to evolve.

 

Serious Games are not designed for the sole purpose of entertainment but rather for training, educational, marketing or awareness raising objectives. These games are designed to create a skill development environment for the player while retaining the same focused motivation context of “fun” games. The player must perform tasks, analyze processes and draw conclusions in order to increase his/her productivity and knowledge following the game’s positive and negative feedback, sometimes after risks or events that, in real life, would be harmful or even fatal. Serious Games are used in numerous areas like engineering, health, education, defense, military, emergency management, and scientific exploration, among many others.

 

Although it is a growing research subject, the use of Serious Games is still limited. This has mainly to do with social concerns and stereotypes about games. Other issues relate to physical and cost barriers, hardware and license cost, access (for online games), maintenance and support, and the lack of a solid theoretical background for its use. A dedicated journal can help in demonstrating the validity of this methodology. The EAI Endorsed Transactions on Serious Games is a multidisciplinary approach to the presentation of research, theory, application, practice and validation in this field. Topics to be addressed by the journal include but are not limited to:

  • Serious games applications
  • Games for marketing and advergames
  • Games for training and skill development
  • Games for research
  • Games for social awareness
  • Games for business, banking and finance
  • Games for community engagement
  • Games for healthcare and wellness
  • Games for human resource training and development
  • Games for patient rehabilitation and physiotherapy
  • Games for senior citizens
  • Serious games technology
  • Virtual and augmented reality
  • New interaction devices, toys and playthings
  • Simulations
  • 3D rendering technologies
  • Games development for mobile devices
  • Game engines and development tools
  • Location-based games
  • Artificial intelligence
  • Serious games analytics
  • Assessment and evaluation of serious games
  • Serious game design and storyboarding
  • User experience design
  • Serious gamer psychology
  • Serious game gender and age issues
  • Social and collaborative serious games
  • Security and confidentiality in serious games
  • Case studies in serious games
  • Classification, categorization of types of serious games
  • Serious game research

The EAI Endorsed Transactions on Serious Games is indexed in Crossref and DBLP and and was submitted for indexing by Scopus, Elsevier EI, Thompson Scientific Web of Science, Microsoft Academic Search and Google Scholar

Editor-in-Chief

Carlos Vaz de Carvalho has a Ph.D. in Information Systems and Technology by the School of Engineering of the University of Minho (2001). He has been a Professor for the last 24 years in the Computer Engineering Department of Instituto Superior de Engenharia do Porto (ISEP), the School of Engineering of the Porto Polytechnic. He was responsible for several disciplines in the fields of Algorithms, Programming and Multimedia and responsible for introducing innovative online components and methodologies (e-learning/b-learning) in these disciplines. He participated in several processes of curricular reform and was the lead promoter of the Graphics and Multimedia branch of the Master’s Degree in Computer Engineering at ISEP.

He was e-learning Director (2001-2005) of ISEP and directed (1997-2000) the Distance Education Unit of the Polytechnic Institute of Porto. He served as President of the Computer Engineering Department between 2003 and 2005.

Scientifically, he was researcher at INESC (Group on Computer Graphics), a private R&D organization, between 1988 and 1996. From that moment he developed his scientific career, in the field of e-Learning, at ISEP where he is currently the Director of the R&D Group GILT (Graphics, Interaction and Learning Technologies). He tutored/is tutoring ight PhD theses and 50 Master theses, has authored over 125 publications and communications, including nine books (as author and editor) and participated in more than 20 national and European projects, assuming the coordination of seven of them.

Baltasar Fernandez Manjon Associate professor in the Department of Software Engineering and Artificial Intelligence (DISIA) at the Complutense University of Madrid (UCM). Dr. Fernández-Manjón is also the Vice Dean of Research and Foreign Relationships at the Computer Science School of this university. He co-leads the Complutense e-learning research group (www.e-ucm.es) . He is the former Academic Director of the Computer Science Technical School of Centro de Estudios Superiores Felipe II (Aranjuez, Spain) (2001-2006). He received Bachelor in Physics (major in Computer Science) and a PhD in Physics from the UCM. He is member of the Working Group 3.3 “Research on the Educational uses of Communication and Information Tecnlogies” of the International Federation for Information Processing (IFIP) and of the Spanish Technical Committee for E-learning Standarization (AENOR CTN71/SC36 “Tecnologías de la información para el aprendizaje”). He is also liason person between IEEE Technical Committee on Learning Technology (LTTC) and IFIP WG3.3. His main research interests are e-learning technologies, educational uses of markup technologies, educational uses of serious games, application of educational standards and user modelling on which he has published more than 60 research papers. He is also co-organizer and program committee member of several conferences (e.g. SIIE, ICALT, SCORM) and associate editor of several special issues about e-learning: Journal of Universal Computer Science (Springer, 2005 and 2007), Computers In Human Behaviour (2008), Simulation and Gaming (2008).

Editorial Board

Anthony Brooks,
Aalborg University, Danmark

Antonio Coehlo,
Faculty of Engineering, University of Porto

Paula Escudeiro,
Instituto Superior de Engenharia do Porto, Portugal

Silvia Gabrielli,
CREATE-NET, Italy

Olivier Heidmann,
University of Thessaly, Greece

Nick Kearney,
Andamio Education and Technology S.L., Spain

Pedro Latorre,
Universidad de Zaragoza, Spain

Ivan Martinez-Ortiz,
Universidad Complutense de Madrid, Spain

Andreea Molnar,
Portsmouth University

Edna Pasher
Edna Pasher PhD & Associates

Janet C Read,
University of Central Lancashire, UK

Rosa Reis,
Instituto Superior de Engenharia do Porto, Portugal

Joze Rugeli,
Faculty of Education University of Ljubljana, Slovenia

Martin Sillaots,
Tallinn University, Estonia

Hariklia Tsalapatas,
University of Thessaly, Greece

 
 

Social links

 
 
 

Latest Call for Papers

 
 
 

EAI Transactions are supported by