Keynote Speakers

  • James C. Lester  Distinguished Professor, Director of the Center for Educational Informatics at North Carolina State University, NC, USA – Narrative-Centered Learning Environments –  VIDEO
  • James M. Rehg Professor, School of Interactive Computing, College of Computing, Georgia Institute of Technology, GA, USA – Analyzing Social Interactions through Behavioral Imaging –  VIDEO
  • Alex Games Senior PM, Learning and Engagement Lead, Microsoft Studios, Redmond, WA, USA;  Adjunct Associate Professor, Michigan State University, MI, USA;  Member of the Board of Directors, Information Technology Empowerment Center, MI, USA – Microsoft Playful Learning: Driving Diversity in Entertainment, Readiness and Productivity through Creative Play  VIDEO

Best Paper Award –  Recent developments and results of ASC-Inclusion: An Integrated Internet-Based Environment for Social Inclusion of Children with Autism Spectrum Conditions, by Erik Marchi, Björn Schuller, Simon Baron-Cohen, Amandine Lassalle, Helen O’Reilly, Delia Pigat, Peter Robinson, Ian Davies, Tadas Baltrusaitis, Marwa Mahmoud, Ofer Golan, Shimrit Fridenzon, Shahar Tal, Shai Newman, Noga Meir, Roi Shillo, Antonio Camurri, Stefano Piana, Alessandra Stagliano, Sven Bölte, Daniel Lundqvist, Steve Berggren, Aurelie Baranger, Nikki Sullings, Metin Sezgin, Nese Alyuz, Agnieszka Rynkiewicz, Kacper Ptaszek and Karol Ligmann

 Scope of IDGEI 2015

Digital Games for Empowerment and Inclusion possess the potential to change our society in a most positive way by preparing selected groups in a playful and fun way for their everyday life’s social and special situations. Exemplary domains span as far as from children with Autism Spectrum Condition to young adults preparing for their first job interviews or migrants familiarizing with their new environment. The current generation of such games thereby increasingly demands for computational intelligence algorithms to help analyze players’ behavior and monitor their motivation and interest to adapt game progress. The development of such games usually thus requires expertise from the general gaming domain, but in particular also from a game’s target domain, besides technological savoir-faire to provide intelligent analysis and reaction solutions.

IDGEI 2015 aims at bridging across these communities and disciplines by inviting respective researchers and experts to discuss their latest perspectives and findings in the field of Intelligent Digital Games for Empowerment and Inclusion.

IDGEI 2015 is the successor workshop to IDGEI 2013 (Chania, Greece) and IDGEI 2014 (Haifa, Israel).

Suggested workshop topics include, but are by no means limited to:

  • Machine Intelligence in Serious Games
  • Mobile and Real-World Serious Gaming
  • Emotion & Affect in Serious Games
  • Player Behavior and Attention Modeling
  • Player-Adaptation and Motivation
  • Security & Privacy Preservation
  • Novel Serious Games
  • User Studies & Tests of Serious Games

The workshop aims (i) to bring forth existing efforts and major accomplishments in the design of intelligent serious games, (ii) to provide a forum for exchange in experience with intelligent user interfaces and serious games in practice, (iii) while encouraging the design of novel applications in context as diverse as health-oriented gaming, general learning and driving environments, or emergency preparation, and (iv) to focus on current trends and future directions in the field.

As an outcome beyond the workshop, we aim to continue the effort by a related special issue in a suited top-ranked ACM journal.

Associated with International Conference on Intelligent User Interfaces 2015.

Supported by

DIGITAL – Institute for Information and Communication Technologies, JOANNEUM RESEARCH Forschungsgesellschaft mbH

and FP7 projects funded by the European Commission