CHI-ANNOUNCEMENTS Archives

ACM SIGCHI General Interest Announcements (Mailing List)

CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG

Options: Use Classic View

Use Proportional Font
Show Text Part by Default
Show All Mail Headers

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

Print Reply
Angie Avera <[log in to unmask]>
Tue, 2 May 2017 03:07:05 -0500
text/plain (92 lines)
Hi everyone!

The deadline for submissions for the* Workshop on Tracing the Boundaries of
Games as Research Environments *has been *extended! *We are accepting 2-4
page position papers, written in extended abstract format.

*Deadline for submissions: Now May 22, 2017!*

*Details and submissions: gamesasresearchenvironments.wordpress.com/
<http://gamesasresearchenvironments.wordpress.com/>*

FDG 2017 <http://fdg2017.org/>, Cape Cod, Massachusetts, August 14-17, 2017

Games as research environments offer solutions to common problems facing
empirical research such as providing opportunity for increased
replicability, enhancing the ability to simulate complex environments,
acting as reliable testbeds and generating expansive data on subject
interactions. For these reasons, across disciplines, researchers are
increasingly enlisting the use of games. This trend is not without
challenges, however, and currently not enough is known about how games
could be fully utilized in service as rigorous research environments and
the cost, complexity and rigor needed to produce these types of games
remains high.

This workshop aims to facilitate a discussion surrounding the major
challenges faced and lessons learned by those using games as research
environments. Additionally, this workshop will provide an opportunity for
researchers to gain a more complete understanding of the various
applications of games as research environments across domains.

For more information, please refer to the call for participation.
<https://gamesasresearchenvironments.wordpress.com/call-for-participation-2/>
The focus of the workshop will be to advance the collective understanding
of a) the types of phenomena, problems and questions games are being used
to study, b) the implications of extrapolating data from simulated
environments to the the real-world, c) the theoretical, computational and
design hurdles researchers consistently face and d) the potential value and
concerns in employing games as research environments.

 Topics Include:

● What are games as research environments?

● Why would we use games to learn about the world?

● ‘Serious games’ for research.

● Reliability and validity of using games as research environments

● Game design approaches with specific research in mind

● Criteria for selecting existing games for specific purposes

● Games for psychology and behavioral research

● The design of stimuli that accounts for complex constructs such as social
interaction and behaviors

● Studies of games used for a specific domain or discipline

● Games as research environments for the design of game components

● Games as a testbed to validate algorithms

● How do games impact your research environment?

● A priori problems: design, creating valid stimuli for independent
variables, adaptation, hypotheses, decision to include or exclude fun
elements for serious games

● A posteriori problems: data analysis, filtering, qualitative vs.
quantitative, player telemetry, challenges with conclusions and takeaways

We look forward to your submissions! Please let me know if you have any
questions.

Thank you,

Angie Avera

[log in to unmask]

    ---------------------------------------------------------------
    For news of CHI books, courses & software, join CHI-RESOURCES
     mailto: [log in to unmask]

    To unsubscribe from CHI-ANNOUNCEMENTS send an email to
     mailto:[log in to unmask]

    For further details of CHI lists see http://listserv.acm.org
    ---------------------------------------------------------------

ATOM RSS1 RSS2