Preliminary programme

Session Timing

  • 08.30-17.00   Registration
  • 09.00-09.30   Welcome Address and Introduction to GAME-ON'2020
  • 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   Session
  • 20.30-   Conference Dinner

  • 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   Workshop
  • 17.00-17.15   Closing Session
  • 19.00-23.00   Social Event


Procedural Content Generation Techniques applied to Game Design and Development

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

The Highs and Lows of Natural Language Learning Gamification

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

Evaluation of a VR system for Pain Management using Binaural Acoustic Stimulation

Francisco José Perales López, Catedrático de Universidad CCeIA, Dep. Matemáticas e Informatica, UIB, Palma de Mallorca, Illes Balears, Spain


Using Modern Board Game Mechanisms to develop Simple Analog Serious Games

Micael Sousa, University of Coimbra, Coimbra, Portugal


Game Design

Co-Creating Gamified Service Design - Case Gamified Airport Security Workshop

Pirita Ihamäki, Prizztech Ltd. and Katriina Heljakka, University of Turku, Pori, Finland

Designing a Mobile Game to Generate Player Data | Lessons Learned

William Wallis, William Kavanagh, Alice Miller and Tim Storer, University of Glasgow, Glasgow, Scotland, United Kingdom

Towards the Creation of a Conceptual Framework in the Context of GAMERS4NATURE Toolkit to Game Design

Pedro Beça, Rita Santos, Ana Isabel Veloso, Mónica Aresta and Gonçalo Gomes, University of Aveiro, Campus Universitário de Santiago, Portugal

AI in Game Design

How to make a Horror Game Scary: A Case Study

Yuan Tu and Maxim Mozgovoy, The University of Aizu, Fukushima, Japan

Evaluating Clustering Methods Underpinning Content Generation in Games using GANs

Gabriel Lacey and Ruth E Falconer, Abertay University, Dundee, Scotland, United Kingdom

Game Mechanics

Multi-Modal Study of the Effect of Information Complexity in a Crisis Management Game

Paris Mavromoustakos Blom and Pieter Spronck, Tilburg University, Tilburg and Sander Bakkes, Utrecht University Utrecht, The Netherlands

From Learning Mechanics to Tabletop Mechanics: Modding Steam Board Game to be a Serious Game

Micael Sousa and Joana Dias, University of Coimbra, Coimbra, Portugal

Game Player Interaction

Exploring Peak-end Effects in Player Affect through Hearthstone

Agner Piton, Paris Mavromoustakos Blom and Pieter Spronck, Tilburg University, Tilburg, The Netherlands

Player Modeling for Role Playing Games

Henrique Fernandes and Pedro A. Santos, Instituto Superior Tecnico / INESC-ID, Lisboa, Portugal

Real World Gamification

Gamified Doll-Dramas: Provocations, Playbor and Participatory Play practices in the Age of iTV

Katriina Heljakka, University of Turku and Pauliina Tuomi, University of Tampere, Pori, Finland

Gamified App to promote Senior Cyclo-Tourism: A Pilot Study

Cláudia P. Ortet, Ana I. Veloso and Liliana V. Costa, DigiMedia - Digital Media and Interaction Research Centre, University of Aveiro, Aveiro, Portugal

Effects of Daily Routine on Students' SDT Needs Satisfaction: A Pilot Study towards developing a Digital Gamified System

Sanaul Haque, Daire O'Broin and Joseph Kehoe, gameCORE Research Centre. Institute of Technology Carlow, Carlow, Ireland

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