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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).
- Player Identification in Online Games: Validation of a Scale
for Measuring Identification in MMORPGs. Jan Van Looy, Cédric
Courtois and Melanie De Vocht. - Looking for the Heart of
Interactive Media - Reflections on Video Games' Emotional Expression.
Rui Craveirinha and Licínio Roque. - 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. - Video games in therapy: a
therapist’s perspective. Jan Henk Annema, Mathijs Verstraete and
David Geerts. - 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. - OutRandom:
addressing an underrated skill. Tiago Borges Coelho, Maarten
Wesselius and Christina Papakonstantinou. - Rule
customization in Head-Up games. Eric Toering, Iris Soute and
Panos Markopoulos. - PLEX Cards: A Source of Inspiration
When Designing for Playfulness. Andrés Lucero and Juha
Arrasvuori. - Designing Meaningful Play within the Psycho-
Social Context of Older Adults. Bob De Schutter and Vero Vanden
Abeele. - Emotion control system for MIDI excerpts:MOR2ART.
Noritaka Moriguchi, Emi Wada and Masanobu Miura. - Out
of Sight, out of Mind: Co-Player effects on Seniors’ Player Experience.
Brian Gajadhar, Henk Herman Nap, Yvonne de Kort and Wijnand
IJsselsteijn. - 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. - ajME - Making Game
Engines Autonomic. Pedro Martins and Julie McCann. - To
persevere is to save the world - Exploring expertise in gaming. Joyce
Neys, Jeroen Jansz and Ed Tan. - Comparison of Playtesting
and Expert Review Methods in Mobile Game Evaluation. Hannu
Korhonen. - Criminal cities and enchanted forests: A review
of player experience of two pervasive games. Lizzy Bleumers, An
Jacobs and Tim Van Lier. - Recognizing Self in Puppet
Controlled Virtual Avatars. Ali Mazalek, Michael Nitsche, Sanjay
Chandrasekharan, Tim Welsh, Paul Clifton, Andrew Quitmeyer, Firaz Peer
and Friedrich Kirschner - panOULU Conqueror: Pervasive
Location-Aware Multiplayer Game for City-Wide Wireless Network. Juha
Tiensyrjä, Timo Ojala, Toni Hakanen and Ossi Salmi. - Design,
Implementation and Evaluation of Audio for a Location -Based Augmented
Reality Game. Natasa Paterson and Fionnuala Conway.








