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Programme


The pre-conference program (Wednesday 15 September) consists of a number of workshops and tutorials, as well as the game design competition.

The main conference (Thursday 16 September and Friday 17 September) consists of invited keynote speakers (Dr. Regina Bernhaupt, Eric Krzeslo), presentations of a number of peer-reviewed high-quality full papers and short papers, a poster and demo session.

As for the social events, a welcome reception is organized on Wednesday 15 September from 18:00 to 20:00 as well as a conference dinner on Thursday 16 September 19:30-23:00.

The conference dinner will be held at the Improvisio →. The Improvisio is an authentic, cultural restaurant located in the heart of Leuven.
After the conference dinner, we invite you for a drink at the FnG after party at the Bebop , where you will enter a world of Belgian drinks in a lively atmosphere of blues, jazz, funk and soul, world music or the best pop selection.

You can consult the programme by each conference day (Wednesday 15 September, Thursday 16 September and Friday 17 September).

  1. Player Identification in Online Games: Validation of a Scale
    for Measuring Identification in MMORPGs.
    Jan Van Looy, Cédric
    Courtois and Melanie De Vocht.
  2. Looking for the Heart of
    Interactive Media - Reflections on Video Games' Emotional Expression.

    Rui Craveirinha and Licínio Roque.
  3. Uncharted Waters?
    Exploring Experts’ Opinions on the Opportunities and Limitations of
    Serious Games for Foreign Language Learning.
    Frederik De Grove,
    Peter Mechant and Jan Van Looy.
  4. Video games in therapy: a
    therapist’s perspective.
    Jan Henk Annema, Mathijs Verstraete and
    David Geerts.
  5. Prolonged play with the ColourFlares: How
    does open-ended play behavior change over time?
    Lisa op’t Hof,
    Jente de Pee, Janienke Sturm, Tilde Bekker and Jos Verbeek.
  6. OutRandom:
    addressing an underrated skill.
    Tiago Borges Coelho, Maarten
    Wesselius and Christina Papakonstantinou.
  7. Rule
    customization in Head-Up games.
    Eric Toering, Iris Soute and
    Panos Markopoulos.
  8. PLEX Cards: A Source of Inspiration
    When Designing for Playfulness.
    Andrés Lucero and Juha
    Arrasvuori.
  9. Designing Meaningful Play within the Psycho-
    Social Context of Older Adults.
    Bob De Schutter and Vero Vanden
    Abeele. 
  10. Emotion control system for MIDI excerpts:MOR2ART.
    Noritaka Moriguchi, Emi Wada and Masanobu Miura.
  11. Out
    of Sight, out of Mind: Co-Player effects on Seniors’ Player Experience.

    Brian Gajadhar, Henk Herman Nap, Yvonne de Kort and Wijnand
    IJsselsteijn.
  12. Forces in Play: The Business and Culture of
    Videogame Production Robin Potanin Design, Implementation and
    Evaluation of Audio for a Location -Based Augmented Reality Game.
    Natasa
    Paterson and Fionnuala Conway.
  13. ajME - Making Game
    Engines Autonomic.
    Pedro Martins and Julie McCann.
  14. To
    persevere is to save the world - Exploring expertise in gaming.
    Joyce
    Neys, Jeroen Jansz and Ed Tan.
  15. Comparison of Playtesting
    and Expert Review Methods in Mobile Game Evaluation.
    Hannu
    Korhonen.
  16. Criminal cities and enchanted forests: A review
    of player experience of two pervasive games.
    Lizzy Bleumers, An
    Jacobs and Tim Van Lier.
  17. Recognizing Self in Puppet
    Controlled Virtual Avatars.
    Ali Mazalek, Michael Nitsche, Sanjay
    Chandrasekharan, Tim Welsh, Paul Clifton, Andrew Quitmeyer, Firaz Peer
    and Friedrich Kirschner
  18. panOULU Conqueror: Pervasive
    Location-Aware Multiplayer Game for City-Wide Wireless Network.
    Juha
    Tiensyrjä, Timo Ojala, Toni Hakanen and Ossi Salmi.
  19. Design,
    Implementation and Evaluation of Audio for a Location -Based Augmented
    Reality Game
    . Natasa Paterson and Fionnuala Conway. 

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  • K.U.Leuven
  • CUO
  • Groep T
  • e-Medialab
  • IBBT

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