Third Annual ICGJ on March 18


Join us for the 2018 International Conference on Game Jams, Hackathons and Game Creation Events (ICGJ), the first — and so far only — academic conference dedicated to game jams and hackathons. The 2018 conference will be held at Github corporate headquarters in San Francisco on March 18, 2018 and is chaired by Dr. Johanna Pirker of Graz University of Technology (pictured).

Every year, ICGJ brings together game jam researchers and academic in a scholarly exchange of ideas and presentations. An important addition to this year’s program is the game jam event reports. Similar to the games showcase track, organizers can submit papers about their game jam, describing the challenges and outcomes of their jam events and what they learned in the process. The Call for Papers has been released. Most deadlines are in December. Early-bird registration is available through January.

Special Thanks to Github for hosting ICGJ!



Maroon (2013-now) is a interactive physics laboratory and experiment environment implemented in Unity3D, designed for active learning in the classroom or at home. It visualizes and simulates various physics experiments (at the moment solely electromagnetic experiments).

2017 GOLC Award for “Best Visualized Experiment”

Screen Shot 2017-03-25 at 13.21.50

Maroon support three main environments:

    • Maroon Web
    • Maroon MobileVR
    • Maroon VR

The virtual lab:

Maroon VR

Abstract: Maroon VR is a three-dimensional immersive lab experience in VR. Different physics experiments are visualized and simulated and rendered in VR to engage learners in an innovative and emerging environment. Maroon VR is designed for two different learning scenarios: (1) a room scale virtual reality experience with the HTC Vive fully immerses learners into the lab. Learners experience a Tesla coil at close range and can interact with the electro-magnetic experiments and feel resistance through the controllers. The second (2) scenario implements the lab in fully mobile VR experiments with the Gear VR or Google Cardboard. Since most students already own a smartphone, this version is cost-effective and easily available and remotely and mobile usable. This version is designed to be used in the classroom and supports immersive and engaging learning in a mobile, stand-alone, and cost-effective way.

Screen Shot 2017-03-25 at 13.22.01Screen Shot 2017-03-25 at 13.21.55

Maroon Mobile VR

Maroon Roomscale VR

Pasted image at 2016_09_22 01_20vivechi


Further Simulations:


  • Pirker, J., Lesjak, I., Parger, M., Gütl, C. (2017, March)  An Educational Physics Laboratory in Mobile Versus Room Scale Virtual Reality – A Comparative Study. In Remote Engineering and Virtual Instrumentation (REV), 2017 13th International Conference on. IEEE. (accepted)
  • Pirker, J., & Gütl, C. (2015). Educational Gamified Science Simulations. In Gamification in Education and Business (pp. 253-275). Springer International Publishing.
    (DownloadBook Chapter).
  • Pirker, J., Gütl, C., Belcher, J.W., Bailey, P.H.: Design and Evaluation of a Learner-Centric Immersive Virtual Learning Environment for Physics Education. SouthCHI 2013: 551-561. (acceptance rate: 22%) (Paper) (Slides)


Many students were already involved in evolving this project! Thanks to all of them!

  • Physics Team: Simon Oblasser, David Szammer, Michael Holly, Christopher Schinnerl, Christian Kartnig, Michael Schiller
  • VR Team: Isabel Lesjak, Mathias Parger, Stefan Sgouridis
  • Networking Team: Patrick Hipp, Christopher König, Dominik Jeitler
  • UX Team: Michaela Heschl