Program
Here you can find a PDF version. The following locations will be used: WS29 (Waehringer Strasse 29, Computer Science Building), OMP (Oskar-Morgenstern-Platz 1), MAIN (Universitätsring 1, main building of the University of Vienna). See the venue information for a map with the locations.Sep. 27 | Sep. 28 | Sep. 29 | Sep. 30 | ||||
Workshop Day (WS 29) | Day 1 (OMP) | Day 2 (OMP) | Day 3 (OMP) | ||||
08:30 | Registration | 08:30 | Registration | 09:00 | Opening | 09:00 | Keynote 2: Dag Svanaes | 09:00 | Session 8: Games for Health (Sgouros) |
09:15 | Keynote 1: Kris Staber | ||||||
10:15 | Coffee Break | 10:00 | Coffee Break | ||||
10:30 | Session 1: Games for Learning (Dupire) | 10:30 | Session 4: Entertainment Technology (Masuch) | 10:30 | Coffee Break | ||
11:00 | Session 9: Experience Factors (Hauge) | ||||||
12:00 | Wrap Up, Best Paper Award | ||||||
12:30 | Lunch | 12:30 | Lunch | 12:15 | End of Conference | ||
13:00 | Workshops/Doctoral Consortium at WS29 (Rooms Sem 3, Sem 4, Sem 5) | 13:30 | Session 2: Use and Evaluation of Digital Entertainment (Westin) | 13:30 | Session 5: Digital Games and Interactive Entertainment (Jaccheri) | ||
14:00 | TC 14 Meeting at OMP (Room S14) | ||||||
15:15 | Session 6: Poster and Demo Madness | ||||||
15:30 | Coffee break | 15:30 | Coffee break | ||||
16:00 | Session 3: Entertainment for Purpose and Persuasion (Hofmann) | 16:00 | Session 7: Posters, Demos (Room S14) | ||||
17:00 | Reception at OMP | ||||||
17:30 | End of Day 1 | 17:30 | End of Day 2 | ||||
18:00 | TC 14 Meeting End | ||||||
18:30 | Vienna city guided tour (MAIN) | ||||||
19:30 | Conference Dinner at Altes AKH | 19:30 | TC14 Dinner |
Full Papers
Session 1: Games for LearningUsing Gamification Mechanisms and Digital Games in Structured and Unstructured Learning Contexts
Ioana Andreea Stanescu, Antoniu Stefan, and Jannicke Madeleine Baalsrud Hauge
The Challenge to Nurture Challenge - Students Perception of a Commercial Quiz App as a Learning Tool
Heinrich Söbke and Laura Weitze
Game System of Coordination Skills Training for Elderly People
Nobumitsu Shikine, Yuki Hayashi, Takeshi Akiba, Mami Tanasaki, and Junichi Hoshino
Success Factors for Applied Game Projects - An Exploratory Framework for Practitioners
Ralf Schmidt, Mirco Zick, Burkhard Schmidt, and Maic Masuch
Session 2: Use and Evaluation of Digital Entertainment
Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny
Andre Rattinger, Günter Wallner, Anders Drachen, Johanna Pirker, and Rafet Sifa
How Playstyles Evolve: Progression Analysis and Proling in Just Cause 2
Johanna Pirker, Simone Griesmayr, Anders Drachen, and Rafet Sifa
Evaluating Experiences in different Virtual Reality Setups
Volker Settgast, Johanna Pirker, Stefan Lontschar, Stefan Maggale, and Christian Gütl
EyeCo: Effects of Shared Gaze on Social Presence in an Online Cooperative Game
Bernhard Maurer, Michael Lankes, Barbara Stiglbauer, and Manfred Tscheligi
Session 4: Entertainment Technology
Avatar Density Based Client Assignment
Lutz Behnke, Sven Allers, Qi Wang, Christos Grecos, and Kai von Luck
A Hybrid Game Contents Streaming Method: Improving Graphic Quality Delivered on Cloud Gaming
Kar-Long Chan, Kohei Ichikawa, Yasuhiro Watashiba, Uthayopas Putchong, and Hajimu Iida
Anyboard: a Platform for Hybrid Board Games
Simone Mora, Tomas Fagerbekk, Matthias Monnier, Emil Schroeder, and Monica Divitini
The Concept of Pervasive Virtuality and its Application in Digital Entertainment Systems
Luis Valente, Bruno Feijo, Alexandre Ribeiro, and Esteban Clua
Session 8: Games for Health
A Grammar-based Framework for Rehabilitation Exergames
Victor Fernandez-Cervantes, Eleni Stroulia, and Benjamin Hunter
Two Experimental Virtual Paradigms for Stress Research: Developing Avatar-based Approaches for Inter-personal and Evaluative Stressors
Oswald D. Kothgassner, Helmut Hlavacs, Leon Beutl, Lisa M. Glenk, Rupert Palme, and Anna Felnhofer
Session 9: Experience Factors
Proposing a New Conceptual Model Predicting Consumer Videogame Engagement Triggered Through Playful Consumption Experiences
Amir Zaib Abbasi, Ding Hooi Ting, and Helmut Hlavacs
Accelerating the Physical Experience of Immersive and Penetrating Music Using Vibration-motor Array in a Wearable Belt Set
Tomoko Yonezawa, Shota Yanagi, Naoto Yoshida, and Yuki Ishikawa
Short Papers
Session 3: Entertainment for Purpose and PersuasionMetry Mouse Missions: An Interactive, Geometric Obstacle Course of Daredevil Proportions
Günter Wallner, Lauri Galbreath, and Simone Kriglstein
Promoting Stretching Activity with Smartwatch - A Pilot Study
SinJae Lee, SangBin Kim, and JungHyun Han
Evaluation and Redesign of a Curriculum Framework for Education About Game Accessibility
Thomas Westin and Jerome Dupire
User Interface Prototyping for Handheld Mobile Augmented Reality Applications
Antonia Kampa, Kathrin Stöbener, Ulrike Spierling
Productive Gaming
Ulrich Brandstätter and Christa Sommerer
Session 5: Digital Games and Interactive Entertainment
Designing Shared Virtual Reality Gaming Experiences in Local Multi-Platform Games
Stefan Liszio and Maic Masuch
Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach
Line E. Thomsen, Falko W. Petersen, Anders Drachen, and Pejman Mirza-Babaei
A Revisit of the Measurements on Engagement in Videogames: A New Scale Development
Amir Zaib Abbasi, Ding Hooi Ting, and Helmut Hlavacs
Geometric Representations for Subjective Time in Digital Narratives
Nikitas M. Sgouros
Solving the Sophistication-Population Paradox of Game Refinement Theory
Shuo Xiong, Parth Pankaj Tiwary, and Hiroyuki Iida
3D Visualisation of Cultural Photographic Collections - Development of the PAV 3D (Photographic Archive Visualisation) Application
Artur Lugmayr
Session 8: Games for Health
Little Fitness Dragon: A Gamified Activity Tracker
Isabelle Kniestedt and Marcello A. Gomez Maureira
Mindtraining: Playful Interaction Techniques for People with Dementia
Elisabeth Hackner and Michael Lankes