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"Raybourn, Elaine M" <[log in to unmask]>
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Raybourn, Elaine M
Fri, 19 Jun 2009 11:39:54 -0600
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Due to several requests the submission deadline for position papers for the Serious Game ESCW workshop to be held in Vienna, Austria in September has been extended to June 29th.

Best regards,
Elaine and Manuel

************CALL FOR PAPERS***************

Collaboration and Cooperation Through Serious Games for Competence Development in Enterprises Workshop ECSCW 2009 Vienna, Austria 7 September<>

Elaine M. Raybourn, Sandia National Laboratories
Manuel Fradinho, Cyntelix


In recent years, in particular with the globalization of markets, human capital has become a key strategic asset to enterprises, irrespective of their size. Therefore interest is growing in innovative forms of serious games to provide memorable and transformational experiences as well as sustained collaboration or serendipitous cooperation. 

This workshop especially welcomes academic studies, designs, and case studies that address higher order competence development, such as "sense making" and "leadership", which pose interesting challenges derived from the modeling or validating of wicked problems dealing with social behavior. The difficulties reside not only in terms of capturing the competencies within a model that promotes highly engaging gameplay, but also in the adoption barriers of serious games within an enterprise, and validating a model's intended use and ability to accurately represent phenomena.

This workshop intends to address issues of sustained collaboration, workplace serendipitous cooperation, and community building through serious games fostering enterprise competency development. We welcome position papers addressing the following questions:
*       How are corporate serious games designed for multi-player collaboration, community, and how can social interaction be included in evaluation metrics?
*       How can the design of cooperative workplace competence games inform the design of CSCW systems and motivational environments for work settings?
*       Are competence skills applicable in and transferable to diverse contexts or intercultural settings?
*       How do compelling game designs sustain player discovery, and collaborative competence learning over time?
*       A particular shortcoming of the game research methods to date is the lack of medium and long-term longitudinal studies of the social effects of gaming: If gamers are developing cooperative social or leadership skills, is the skill development lasting? How can we tell?
*       How can serious games support intercultural competence learning in enterprises?
Additionally we seek position papers focused on the following topics:
*       Ethnographic studies of organizations using serious games or virtual worlds to develop leadership and sense-making competence.
*       Analysis and design of serious games personalized to individual users' strengths and weaknesses and dynamically adaptive to account for competence development over time.
*       Analysis and design of online virtual worlds such as Second Life (and other spin-offs such as RealXtend and Open Sim) that aim to develop workplace competencies.
*       Design of mobile devices or interfaces that promote community and collaboration, especially for remote workers.
*       Usage studies of workplace-based competence development via serious/entertainment games or MMORPGs (e.g. World of Warcraft)
*       Analysis of the impact of social media use and online communities (e.g. Facebook, Twitter, etc.) on competence development coupled with the use of serious games
*       Deployment studies of integrating serious game performance evaluation into existing organizations' competence development framework.

The workshop will bring together researchers, practitioners and designers from several disciplines. Participants will be selected based on submitted position papers. Workshop participants are invited to submit extended versions of their position papers for publication in the journal Interactive Technology and Smart Education.

Important dates
Deadline for Position papers: June 29, 2009 Notification of acceptance (early registration end 17th of July) July 6, 2009 Workshop day at ECSCW, September 7, 2009

Submission Requirements
Participants will be asked to electronically submit the following:
1. A position paper of no more than four pages, which should include
(a) A discussion of interest in creating opportunities for learning by means of collaboration in serious games.
(b) A description of the approach to analyzing, evaluating, or designing cooperative competence development opportunities into serious games.
(c) Examples or some discussion on lessons learned for CSCW systems by having taken certain approaches to design or evaluation.

2. A profile of oneself, as an appendix, consisting of:
(a) A short biography (no more than 250 words)
(b) The discipline(s) you are situated in
(c) A brief description of your relevant evaluation and/or design work, with references (e.g., URLs)
(d) A pointer to someone else's design or evaluation (e.g., URLs) that you think is interesting.

Please send Position Papers as PDF or Document files to the two

Elaine Raybourn
Sandia National Laboratories
P.O. Box 5800 MS 1188
Albuquerque, NM 87185, USA
Tel: +1 505 844 7975
[log in to unmask]<mailto:[log in to unmask]>

Manuel Fradinho
Unit 101
NUI Galway Business Innovation Centre
Upper Newcastle Road, Galway, Ireland
Tel: +447886698917
[log in to unmask]<mailto:[log in to unmask]>

Position papers will be presented and discussed during the workshop.

More information
Please have a look at our webpage at www.reachyour<http://www.reachyour> for the latest workshop news.

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