Tag Archives: featured

#GDDG16 – Game Dev Days Graz

We are organizing the first Game Dev Days Graz!

Game Dev Days Graz is a community event for everyone who is interesting in game development: connecting industry, indies, academia, research.

The event is free to attend, but the number of places is limited and advance registration is required. Saturday is reserved for panels, talks, and games. Sunday we will organize an optional social event.


Details: http://gddg.gamedevgraz.at/


Talk@RESPAWN 2016 – The Art of Games User Research – To Know Your Player You Must Become Your Player


Find me on Aug 16, 14:30 – 15:30 at the RESPAWN 2016 giving a talk on Games User Research.


There are many cases where a brilliant game design concept fails just because of a disappointing player experience. This can be in a very early stage, when players already fail understanding the game idea or how to play the game. Often games also fail in delivering the wrong experience by bad design decisions or putting bad UI design in place. Many of these mistakes can be avoided early. In this talk I will give different practical examples of such elements in different iterations of the development process and explain how games user research and enhanced play-testing forms can be used to make your game more usable, easier to understand, and in the end more enjoyable.



CFP: ICGJ- International Conference on Game Jams, Hackathons, and Game Creation Events

The International Conference on Game Jams, Hackathons, and Game Creation Events is a peer reviewed academic conference occurring annually. The conference proceedings are published though the Association of Computing Machinery’s digital library (ACM digital Library).

DETAILS: http://icgj17.gameconf.org/

Calls for Participation


  • Long and Short Papers

    We invite contributions on all aspects of game creation events using scholarly methods. Descriptions of new algorithms, processes and scientific findings as well as empirical studies of implementations and applications are welcome. Submissions can be full papers about results from novel research (up to 8 pages long) or short papers describing works in progress (up to 4 pages long).

  • Late-Breaking Papers

    We invite scholars to submit papers that are relatively complete, but depend on data from the 2017 Global Game Jam. These papers will need to be scientific and be well written. Papers will be reviewed on their relevance to the conference, clarity of writing and presentation, and their “in-progress” nature. Late breaking papers should be considered short papers for the purposes of length and submission system. Note: Only selected late breaking papers will be published in the proceedings.

Organizing Committee

Conference Chairs

Proceedings Chair

Program Committee

    • Alexey Izvalov, Kirovograd Flight Academy of the National Aviation University, Ukraine
    • Ali Arya, Carleton University, Canada
    • Drew Davidson, Carnegie Mellon University, USA
    • Foaad Khosmood, California Polytechnic State University, USA
    • Gillian Smith, Northeastern University, USA
    • Johanna Pirker, Graz University of Technology, Austria
    • Jon Preston, Kennesaw State University, USA
    • Michael Adrir Scott, Falmouth University, UK
    • Peter Smith, University of Central Florida, USA

DETAILS: http://icgj17.gameconf.org/

Science Fiction Prototyping in Virtual Worlds

The paper “Science Fiction Prototyping: Flexible Settings in Immersive Environments” presents an in-depth analysis of the importance of innovative Science Fiction Prototyping systems in different sectors with focus on educational aspects and the support of virtual environments. Therefor we investigate the utility of Science Fiction Prototypes in different environments and introduce a design model to implement flexible setups in virtual worlds. We illustrate how configurable Science Fiction Prototypes can be designed and implemented in virtual world environments by introducing a first example in Open Wonderland. We close by explicating the prospect of such flexible setups and discuss briefly the impact in learning and training scenarios.

Pirker, J., Weghofer, P., Gütl, C.: Science Fiction Prototyping: Flexible Settings in Immersive Environments. International Conference on Interactive Computer aided Blended Learning (ICBL) 2013: 321-326

Virtual TEAL World

 Technology Enabled Active Learning (TEAL) is a learning approach designed based on the interactive engagement learning method. It was developed at the Massachusetts Institute of Technology and successfully improves the efficiency of teaching freshmen physics. TEAL uses especially designed classrooms, hands-on experiments, and the simulation software TEALsim for three-dimensional visualizations to enhance the conceptual understanding of students. It provides different teaching methods and scenarios to advance the effectiveness of interactive engagement. Nevertheless, not every institution or university is able to fund the according renovations of the classrooms. Also, this teaching model does not support distance learning possibilities teaching model.The Virtual TEAL World is an attempt to design a virtual three-dimensional learning environment that integrates the educational valuable components and scenarios of the TEAL approach to provide a flexible, competitive, and economic reproduction of the original TEAL environment, which also supports distance-learning scenarios. Tools, experiments, videos, and the 3d simulations used by TEAL were especially implemented or adapted for the collaborative virtual world environment Open Wonderland to assimilate the original TEAL environment.The main objective of the Virtual TEAL World is to provide a virtual learning environment that accomplishes learning achievements as good as the TEAL environment so that students who are learning in the Virtual TEAL World can achieve the same conceptual understanding. The practical work includes the adaption of the existing integration of TEALsim and the first implementation of a module simulating concept questions in Open Wonderland, with regard to the defined requirements, such as usability, interactivity, and collaboration.Three-dimensional virtual worlds, however, are still unfamiliar and seen as controversial by teachers and learners. In particular, issues such as technical requirements, lack of user acceptance, and lack of technical expertise are hindering factors to use 3d virtual worlds for educational scenarios. Therefore, the main objective of the design and the corresponding evaluation is to raise the users’ motivation, to enhance usability and to show that students learning in the Virtual TEAL World can achieve conceptual understanding.A first evaluation was conducted in two phases with the main stakeholder groups and integrated questions focusing on usability and stakeholder requirements. First, physicists and instructors evaluated the world with a focus on pedagogical objectives. In the second phase, student groups conducted a supervised learning roundtrip with respect to learning progress and motivation. This first evaluation shows advances of motivation by enhancing interactivity and collaboration, and indicated a minimized user frustration by focusing on enhanced usability of the system. The majority of the participants would use this system for learning, but pointed out the need of an increased performance and enhanced graphics.

(J.Pirker; The Virtual TEAL World – An Interactive and Collaborative Virtual World Environment for Physics Education , Master’s Thesis, Graz Unversity of Technology in conjunction with the Massachusetts Institute of Technology)

This research is hosted at the CECI at Massachusetts Institute of Technology.