September 12-14, Santiago de Compostela, Spain

GAT 2022 - 2nd Workshop on Gamification Application and Technologies

Gamification can be seen as the art of engaging users on some specific goal. These goals range from a simple fuel meter that allows the driver to know his cheapest rides, to complex software tools, used to engage students in their education process, or to motivate company collaborators achieving the organization goals. In the last few years, gamification is being used everywhere, reinforcing user’s attitudes which, in turn, generate positive results in a specific process. Despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. At the same time, gamification is currently seen as the savior for all problems, but there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. The main goal of this workshop is to share, discuss and evaluate different approaches and issues faced in integrating games into empresarial and education contexts, and what tools are available or being developed for supporting this methodology. This workshop will be targeted not just to the technologic support of gamification, but also on its methodologies and psychological studies. It will be valuable for practitioners, researchers and teachers.


TOPICS

List of topics of interest, but are not limited to :

  • AI, ML and Chatbots for Gamification

  • Application of software-based gamification to novel areas

  • Applied Gamification (in Human Resources, Marketing, Health, Education and other

  • domains)

  • Best practices for Gamification UI standardization

  • Big data and gamification

  • Educational Computer Games

  • Game data standardization and interoperability

  • Game Design Principles, mechanics and elements

  • Gamification within the industry

  • New concepts and techniques in gamification design and development

  • Open-source gamification tools and libraries

  • Organizational issues when implementing gamification

  • Player behaviour modelling

  • Reports on development and evaluation of innovative gamified software

  • Strategies to implement Gamification in LMSion within the industry

ORGANIZATION COMMITTEE


Ricardo Queirós, ESMAD, Portugal

Mário Pinto, ESMAD, Portugal

Filipe Portela, Algoritmi Research Centre, University of Minho, Portugal


PROGRAM COMMITTEE (TBA)

António Marques, ESS, Polytechnic of Porto, Portugal

António Osório, University of Minho, Portugal

Carlos Costa, ISEG, Lisbon University Institute, Portugal

Eduardo Nunes, ESE, , Polytechnic of Porto, Portugal

Jakub Swacha, University of Szczecin, Poland

Jorge Oliveira e Sá, University of Minho, Portugal

José Paiva, University of Porto, Portugal

José Paulo Leal, University of Porto, Portugal

Manuela Aparicio, NOVA University Lisbon, Portugal

Marco Temperini, University of Rome, Italy

Marílio Cardoso, ISEP, Polytechnic of Porto, Portugal

Martinha Piteira, ESTSetúbal, IPS, Portugal

Muhammad Younas, Oxford Brookes University, UK

Pavel Boytchev, Sofia University, Bulgarian

Raffaele Montella, University Parthenope, Italy

Robertas Damaševičius, Kaunas University of Technology, Lithuania

Svetla Boytcheva, Bulgarian Academy of Sciences, Bulgarian

Teresa Guarda, Universidad Estatal Península Santa Elena, Ecuador

Vitor Silva, ESS, Polytechnic of Porto, Portugal