You are hereProgramme Wednesday 15 September
Programme Wednesday 15 September
- Digital Games – their Production, Management, Consumer Market, and Business Models by Artur Lugmayr.
- WS1 Creative Learning with Serious Games by L. Pannese, S. Hetzner, D. Pappa and A. Protopsaltis.
- WS2 Playability and player experience of casual games by L. Calvi, S. Gualeni, K. Nuijten, L. Nacke and K. Poels.
- WS3 BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications by K. Kuikkaniemi, N. Ravaja, H. Korhonen and L. Nacke
|09:00 - 09:30||Registration||Groep T||Helpdesk international office|
|09:30 - 11:00||Session 1 Workshop / tutorials||Groep T|
|11:00 - 11:30||Coffe break||Groep T||Atrium|
|11:30 - 13:00||Session 2 Workshop / tutorials||Groep T|
|13:00 - 14:00||Lunch||ALMA 1||ALMA 1 →|
|14:00 - 15:30||Session 3 Workshop / tutorials||Groep T|
|15:30 - 16:00||Coffe break||Groep T|
|16:00 - 17:30||Session 4 Workshop / tutorials||Groep T|
|17:30 - 20:00||Game Design Competition||Groep T||Atrium|
|18:00 - 20:00||Welcome Reception||Groep T||Atrium|
Tutorial: Digital Games – their Production, Management, Consumer Market, and Business Models by Artur Lugmayr.
Much research work focuses on the actual game design, and the underlying technologies and systems. This tutorial focuses especially on the creation and creative processes to develop games, the required production processes, creative team management,
and rounds up with the presentation of business models that make games to an experience for the consumer.
The tutorial will present several case studies of successful (and non-successful) game developments and the factors why the game designs contributed to a consumer experience from a management perspective.
It gives insights into the game company internal production processes
and the management of the involved creative teams – from creative idea-finding to successful business model. To create a game experience, it is essential to understand the consumer market, and the general audience behavior, which is presented within the scope of this tutorial.
The tutorial is aimed at people that would like to learn more about the game production from a company perspective. After the tutorial the audience should understand how to establish a gaming company, how to manage the internal production process, and which business models are adequate for different companies.
More information on the tutorial can be found in the pdf-file ↓ or on the tutorial's website.
In our workshop, we will discuss innovative methodological approaches to
Serious Games for creative learning. A special emphasis is given
to state-of-the-art research work and cross-discipline approaches
(e.g. the mix of Storytelling and Serious Games). In addition,
different case studies coming from very different European
(research) projects will be presented and discussed with the
audience. Participants who wish to join the workshop presenting
their work should provide also a link to a demonstration and be
prepared to showcase their applications during the second part of
This workshop focuses on the development and use of biometrics
tests and data harvesting to evaluate games. Although all game
genres are addressed, casual games are considered the preferred
focus, since playtesting metrics are very much in demand and yet
not much often used within the casual gaming industry, although
already standard practice in the larger game development studios.
The focus of this workshop consists therefore in defining which
methods are best to apply in the domains mentioned above, and in
analyzing their efficacy and applicability.
Workshop 3: BioS-Play: Workshop on Multiuser and Social Biosignal Adaptive Games and Playful Applications
BioS-Play is a workshop targeted to explore the focused domain
of biosignal adaptive games and playful application in a multiuser
or social context. Using biosignal instrumentation is an
established process in medical domains and experimental
psychology. During recent years there have been many efforts in
industry and research to develop applications, games and various
kinds of interfaces which use biosignal analysis in real time.
However, most of these applications are single user setups.
According to our earlier work we have realized that there is great
potential in developing biosignal adaptive applications for
multiuser and social scenarios.
The applications we have been developing have been either games
or playful applications. Games have unique characteristics, which
work well for biosignal augmentation. In addition, games can be
used in a laboratory setup for exploring the social biosignal
interaction design elements overall in a structured and efficient
way. Ultimately, we believe that combination of biosignal
adaptation, social and multiuser context, and playful interaction is
useful for various kinds of situations and can elicit never beforeseen
The workshop organizers have several years of experience in
researching games, psychophysiology, multiuser application
development, and combination of them all. The workshop will be
organized with a help of the Presemo presentation environment,
which is also a biosignal, adaptive, social, and playful system. The
workshop aims at creating new collaborations by facilitating
networking of interested researchers and discussing research
future research ventures in this domain, distributing knowledge
among participants and developing a roadmap related to the future
development in this field. Workshop participants are expected to
show interest in developing biosignal prototypes or running
experiments with experimental psychophysiological systems. In
addition to game researchers and individuals with experience in
analyzing and working with biosignals, we hope that also people
with experience or strong interest in multiuser applications and
social interaction will join the session.