News and Events

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January 2017

If you plan to write a research paper on games and literacy, you should strongly consider submitting it to this Mini-Track at ECGBL 2017 hosted by CEAGAR member Thorkild Hanghøj!
Please share the link with your network. Deadline for abstract is March 16.

Hope to see you at ECGBL 2017 :-). Link: ECGBL17-MT-TH-Literacy


November 2016

  • Interesting reading:
    • Guns and Guardians: Playstyles in Destiny
      / by Anders Drachen
      Given a huge and varied game like Destiny, it is of interest to see if there are any patterns in how people play the game.
      Continue reading here.
    • Rapid Retention Prediction in Mobile Games
      / by Anders Drachen
      Here we introduce the idea of using heuristics models in predictive mobile game analytics. Heuristics models are simple rules-sets that we construct based on machine learning-driven analysis, but which once developed can be fielded inside a game client. Heuristics models thus address part of the problem of enabling small companies to access frugal but effective prediction models that are easy to understand, deploy and scale, but also indicates that a large component of prediction can be handled directly in the game client.
      Continue reading here


October 2016

  • Gaming and disabled people
    • Watch Associate Professor Anthony Lewis Brooks present his thoughts on gaming and disabled people here.

September 2016

  • Upcoming events: 
    • An open event: Analogue games in Education will be hosted at Aalborg University Copenhagen November 29, 2016, 10-17. It’s a free of charge seminar. There will be inspirational presentations and workshops.
    • An open CEAGAR Research Seminar is planned in the spring of 2017. Dates and topics will be announced soon.
    • CEAGAR in-house Seminar for CEAGAR researches and members is arranged November 2, 2016, Aalborg University Copenhagen.
  • Call for research papers: Game SCOPE: Gamification potential in digital or analogue spaces
    Anthology publication (online) planned medio 2017.
    The first Game SCOPE research conference was held at Aalborg University, Denmark on 26 August 2016. It was held as a part of the first Game SCOPE festival on 25-28 August 2016; featuring Game City Aalborg. 
    More information: Call for papers GAMESCOPE


June 2016


May 2016

  • Call for Papers for a Special Session on Game Data Science (GDS 2016)
    Conference – Montreal, Canada   October 17-19, 2016
    Please read more here: http://gamedatascience.org/
    (DSAA 2016 / The 3rd IEEE International Conference on Data Science and Advanced Analytics)
  • Game Scope research conference at Aalborg University, Aalborg Campus, Northern Denmark on August 26th, 2016.
    http://gamescope.dk/game-scope-research-conference/
    The conference is coordinated with the rest of the first Game Scope festival featuring Game City Aalborg. Other partners are The Center for Applied Game Research (CEAGAR) and Center for Interactive Digital Media and Experience Design (InDiMedia), both Aalborg University.


April 2016

  • CEAGAR Guest Lecturer: Sebastian Deterding / 15th of April 2016: 10-11
    Alborg University, Copenhagen. ROOM: ACM auditorium.
    Title: Outside the Box: Toward an Ecology of Gaming Enjoyment

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    Gamification is a debated catchword in applied games. Instead of building full-fledged games, it embeds design elements from games in other, non-play contexts to make them just as motivating and engaging as games. In this, gamification – like much of contemporary game research – is thinking “inside the box”: Narrowly focused on the game as an object, it ignores how much the enjoyment of gameplay depends on the interaction of game object and play context. Drawing on his current research, Sebastian Deterding will outline three such socio-material dynamics underlying gameplay enjoyment, and how to translate them into formats useful for designers.Sebastian Deterding is a researcher and designer working on gameful and playful experiences for human flourishing. He is a reader at the Digital Creativity Hub at the University of York, organizer of the Gamification Research Network, and co-editor of “The Gameful World” (MIT Press, 2015). With the international design agencies Hubbub and coding conduct, he has created engaging experiences touching millions of users for clients including the BBC, BMW, Deutsche Telekom, Greenpeace, KLM, Novartis, and numerous startups. An internationally sought-after speaker, he has been invited to speak and keynote at venues like Lift, Interaction, GDC, Games Learning Society, Web Directions, Playful, Google, IDEO, and Microsoft Research. He lives online at http://codingconduct.cc.
    Please sign up for participation via the following link: https://goo.gl/OTYSKp

December 2015

  • CEAGAR Annual Conference. Aalborg University, Copenhagen. December 9th, 2015. 1000-1700. Ceagar Researches and Friends may sign up here: http://tinyurl.com/CEAGAR2015

November 2015

  • The 8th International Conference on Interactive Digital Storytelling
    ICIDS 2015: 30 November – 4 December 2015. Aalborg University Copenhagen

, Denmark
    Conference website:  http://icids2015.aau.dk/calls/ 

September 2015

  • Developing and measuring complex STEM thinking
    Monday oct. 5. 14.45 – 16.15 Aalborg University Copenhagen A.C. Meyers Vænge 15 2450 Copenhagen room 2.3045
    Please sign up for participation via the following link: http://goo.gl/forms/CBwaL95j2B
  • Abstract: In this talk Professor David Williamson Shaffer from the University of Wisconsin-Madison’s Epistemic Games Group looks at how new technologies can be used to teach and to assess complex STEM thinking. The talk focuses on Syntern, an integrated learning system lets students learn to solve real-world problems by working as virtual interns. Syntern uses a learning analytics tool, Epistemic Network Analysis (ENA), to measure in real time the complex thinking skills students develop as virtual interns. The Syntern authoring tool makes it possible for teachers to customize scenarios for their classroom, or develop simulations that teach professional problem solving in any domain, and ENA can be used by researchers to model complex thinking from many kinds of logfile data. Both tools are available online for those who want to follow up after the talk.