Tracks

Conference tracks:

The 50th Anniversary track we kindly invite all submissions directed at the history and heritage of the ISAGA. Historical retrospectives, knowledge meta-analysis, essays on the ISAG input into the filed simulation and gaming and papers on the future directions of the ISAGA are welcome to the track.

Track Chair: Willy C. Kriz

Simulation and gaming track focuses on application, assessment, and research associated with simulations and gaming. We invite innovative ideas in education and training, policy-making and governance, decision-making, raising awareness with the use of simulation games.  We especially encourage submissions from the area of innovations in facilitation and debriefing, skills and requirements for gaming professionals and assesment of simulation and gaming effectiveness. 

Track Chair: Karol Olejniczak

Gamification track accepts submissions including empirical and conceptual research papers, case studies, reviews, and practitioner reports related to gamification, games, information systems, commerce, and users/players as well as the area between them. Track welcomes also design and user experience papers.

Track Chair: Michał Jakubowski

Game science theory track welcomes submissions oriented towards the philosophy of science related to the designing, facilitating and assessing simulation games. The track also welcomes submissions on the methodology of gaming simulations for learning, research, and design, as well as, a methodology for research on and assessment of games.

Track Chair: Sebastiaan Meijer

The track invites submissions in the area of new technologies, creative adaptations or innovative implementation of simulation gaming. Case-studies, best practices, and research papers are welcome to this track, as well as, concepts, tools, and best practice examples of game design processes.

Track Chair: Marcin Wardaszko

The range and diversity of ludic practices around the world reflects the significant role of games in our culture. We invite submissions exploring games, gaming and gamers from the cultural, historical and social perspectives. We are equally interested in digital and non-digital games.

Track Chair: Maria Garda
maria.garda@utu.fi

The JASAG, which celebrates the 30th anniversary this year,  will hold a Track based on our current discussion of the Code of Ethics for Simulation and Gaming research and practices. The theme would also include discussions about the qualifications of facilitators, e.g., Dos and Don'ts, and the ethical standard of the games, etc. Our aim is to propose the Code of the Ethics, even if tentative, at the end of thissession.

Track Chair: Toshiko Kikkawa

                   toshiko.sg@gmail.com

E-sports is becoming one of the prevalent trend of today’s gaming landscape. It attracts many people to gaming industry from the social groups that were not activated by gaming in the past. Track welcomes submissions on all aspects of e-sports, from game and systems design to player and viewer engagement.

Track Chair: Marnix van Gisbergen

Virtual, augmented and mixed reality are becoming one of the most important trends in simulation gaming and gaming in general. Track welcomes submission on the all aspects of VR/AR/MR on the design, implementation, validation and effectiveness analysis of games.

Track Chair: Małgorzata Ćwil
mcwil@kozminski.edu.pl

Simulation gaming in transportation and logistics, as well as, simulation and gaming for smart cities and urban design and logistics. Track welcomes contributions on the design, facilitation, policy design, implementation and assessment in the fields of logistics and smart cites infrastructure.

Track Chair: Jayanth Raghothama

In 2015, the United Nations seventeen Sustainable Development Goals (SDGs) were adopted “to end poverty, protect the planet and ensure prosperity for all”.  Simulation/gaming in general and ISAGA in particular can attribute immensely to achieving those goals.  Several SDG simulation/game initiatives have already been developed round the world, thus providing a rich grounding on which to base our SDG Track at ISAGA 2019, just in time for the SDG target year of 2030.  We invite you to present your work in this important area. 

Track Chair: David Crookall
crookall.simulation@googlemail.com
This track will focus on the use of simulation and other games for individual learning and development, including the enhancement of personal and professional efficacy. We invite research papers, reports and other submissions to discuss processes and practices of games, including assessment and feedback, for human development. Keywords: collaboration, conflict, competitiveness, creativity, efficacy, emotional intelligence, influence, innovation, grit, pro-activity, resilience, self-efficacy.
Track Chair: Vinod Dumblekar
Track Co-chair: Upinder Dhar
You are also encouraged to submit your own track proposal by 15th October 2018 to the Program Chair

Topics from all areas of gaming are welcome, such as (but not limited to):

1
Gaming for education and training
4
Methodology of gaming simulations for learning, research and design
7
Applications of gaming for solving the grand challenges in society and sustainability
10
Skills and requirements for gaming professionals
13
New insights in interfaces and interaction design with games
2
Gaming for support of decision making
5
History of gaming and simulation gaming implementations as well as meta-analytical analysis
8
Social background of games and gaming
11
Innovation in Facilitation and Debriefing
3
Gamification systems and research
6
Methodology for research on and assessment of games, i.e. measuring behavior and learning outcomes
9
The blend of gaming with virtual and augmented reality, mobile and online worlds
12
Concepts, tools and best practice examples of game design processes
Contributions may focus on traditional gaming methods like a computer and web-based simulation games, board based games, role play games, etc as well as on new developments of digital games, game-based learning, and gamification etc.
© Isaga and Kozminski University

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