CHI-ANNOUNCEMENTS Archives

ACM SIGCHI General Interest Announcements (Mailing List)

CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG

Options: Use Forum View

Use Monospaced Font
Show HTML Part by Default
Show All Mail Headers

Message: [<< First] [< Prev] [Next >] [Last >>]
Topic: [<< First] [< Prev] [Next >] [Last >>]
Author: [<< First] [< Prev] [Next >] [Last >>]

Print Reply
Subject:
From:
"Raybourn, Elaine M" <[log in to unmask]>
Reply To:
Raybourn, Elaine M
Date:
Fri, 22 May 2009 21:00:29 -0600
Content-Type:
text/plain
Parts/Attachments:
text/plain (83 lines)
[Apologies if you receive multiple copies of this call, it has been posted to several relevant mailing lists. Please redistribute within your own group or among colleagues, thank you!]

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

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

www.reachyourtarget.org/moodle/<http://www.reachyourtarget.org/moodle/>

Elaine M. Raybourn<mailto:[log in to unmask]>, Sandia National Laboratories
Manuel Fradinho, Cyntelix

Introduction

In recent years, in particular with the globalization of markets, human capital has become a key strategic asset to enterprises, irrespective of their size. As poignantly evidenced in the global economic crisis, there is a lack of agility in processing new knowledge and acquiring new competences to address the challenges and exploit emerging opportunities. Mainstream corporate e-learning has generally failed to deliver competence development in areas of commercial value that contribute significantly to the competitiveness, agility, or resiliency of an organization. Examples of competencies that lack development include fast commercialization of R&D results, or skills associated with keeping a complex IT project focused, on time, and within budget. Even in less-demanding areas of enterprise competence development such as basic IT skills, there are very few cases demonstrating a significant Return On Investment (ROI). Instead most cases turn out to be expensive and/or inadequate solutions. Therefore interest is growing in innovative forms of e-learning such as serious games that may be better suited to provide memorable and transformational experiences.  However, the verdict on the effectiveness of serious games remains uncertain albeit the existing body of research. Likewise, the ROI of sustained collaboration or serendipitous cooperation in competence development though serious games is unclear.
This workshop especially welcomes empirical studies and work 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 20, 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 competence development and 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
organizers:

CONTACTS in the US / EUROPE
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>target.org/moodle/course/view.php?id=2 for the latest workshop news.



    ---------------------------------------------------------------
                To unsubscribe, send an empty email to
     mailto:[log in to unmask]
    For further details of CHI lists see http://sigchi.org/listserv
    ---------------------------------------------------------------

ATOM RSS1 RSS2