=== GALA 2025 Call for Papers ===
You are cordially invited to submit papers to the 14th Games and Learning Alliance Conference (GALA Conference 2025). GALA Conference 2025 is an international conference organized by the Serious Games Society in collaboration with Utrecht University.
The conference will take place in the historic city-center of Utrecht (The Netherlands) from 19th November to 21st November. The objective of the conference is to provide an international forum for the dissemination and exchange of scientific information on theoretical, generic, and applied areas of game-based learning.
We are seeking original contributions that advance the state-of-the-art in game-based learning. With game-based learning we refer to, and are inclusive to (1) Gamification, (2) Games for Learning (i.e., Serious / Applied Games), and (3) Playful Learning. Position Papers and Experimental studies are strongly encouraged too. Also, the GALA purposely welcomes Humanities research for its new Media and Cultural Studies track.
We welcome papers for the following tracks:
- Educational Science track
- Cognitive Science track
- Technology track
- Game Design track
- Application track
- Industrial track
- Media and Cultural Studies track
IMPORTANT DATES
- Paper Submissions: 2nd July, 2025
- Acceptance Notification: 5th September, 2025
- Camera-ready: 19th September, 2025
TOPICS OF INTEREST
Potential topics include, but are not limited to:
== Educational Science track
Educational effectiveness of Serious Games (SGs)
Methodologies of studying educational effectiveness of SGs
Educational theories and their application in the field of serious games
Pedagogical approaches and teachers role in SGs
SGs in learning assessment
SGs as an educational research tools
Learning by making games
SGs enhancing literacy and numeracy skills
SGs enhancing higher-order thinking
SGs for business applications from innovation to cultural change and strategic decision making
== Cognitive Science track
Cognitive processing in SGs
SGs for cognitive disorders
Cognitive architecture in SGs design and development
Neuroscience in SGs
== Technology track
Human-computer interaction for SGs (hardware, software)
Extended reality (XR): augmented reality, mixed reality, virtual reality
Modelling and simulation
Learner performance modelling, assessment (stealth, formative, summative) and feedback
Learning analytics
Adaptivity and personalisation in SGs
Artificial intelligence and machine learning for SGs
Big data for SGs
Tools and applications for neuro-scientific game research
Computing architectures for SGs
Immersive and multimedia experiences
Computer graphics and visual effects
Emotions and affective interaction
Interactive narrative and digital storytelling
Smart toys for learning
Efficient development tools
Support for development of gamified solutions
Security and privacy in SGs
== Game Design track
Design and implementation of SGs mechanics (e.g., score, rewards, achievements, and related interfaces)
Mapping educational goals, outcomes and principles into serious game mechanics
Research methods for SGs and playing experience evaluation
Inclusive design and accessibility issues
Emotional design in serious games
Evidence-based development of serious games
Ubiquitous/pervasive gaming
Balancing in games (e.g., realism, engagement, learning, and entertainment)
Collaboration and cooperation aspects
Design for behavioural change
== Application track
Case studies on developing/deploying SGs and gamified systems in application domains such as business, strategic and tactical decision-making for crisis and conflict management, management, entrepreneurship, environment, cultural heritage, health, fitness, sport, smart buildings, humanities, engineering, manufacturing, security, safety, ethics, emergency response and pandemic, etc.
User studies applying SGs in training (e.g., professional, corporate and executive training, skill development and other workforce programs)
User studies applying serious games in the above domains, studying effectiveness of the games
Understanding how, when, with whom, for what to use SGs
Human factors in SGs
Identifying boundary conditions for using SGs
Evaluation of impact, longitudinal studies
Assessing personal abilities through SGs
Usability studies
SGs for behavioural change
== Industrial track
Distribution models
Game analytics
Serious games studies
Models for serious games
Monetization models & strategies
Pervasive and mobile gaming
Gamification
Products supporting serious games development and deployment
== Media and cultural studies track
Analysis of SGs and play
Analogue games and game design
Interactive narrative and digital storytelling
Cultural context of SGs and play
Ecogames
Theory and philosophy of SGs and play
(Media) literacy games and ludoliteracy
Political economy of SGs and play
Critical game design post mortems
Representation in SGs and play
Game design and playful pedagogy
Discourses around SGs and play
Practice based research and creative methods
Histories of SGs and play
AUTHORS' INSTRUCTIONS
All submitted papers must present original and unpublished work, which is not currently under review elsewhere.
Papers have to be submitted through the Easychair system. Requirements are as follows:
- The maximum length of a submitted paper is 10 pages INCLUDING references (and appendixes; if applicable).
- Submitted papers need to be anonymized by the authors by removing any identifying author and institution information from the submission.
- Authors should consult Springer's authors' instructions and use their LNCS proceedings templates, either for LaTeX, Word, or Overleaf, for the preparation of their papers. Springer encourages authors to include their ORCIDs in their papers, though this is optional.
- Papers not meeting these requirements will be desk rejected.
The reviewing process used by GALA is double-anonymized, meaning that the paper authors do not know the identities of the reviewers, and the reviewers do not know the identities of the authors. Papers will receive three (3) reviews, upon which the track chair can make three possible decisions:
- Accept as Full Paper. Papers are published in the conference proceedings and are presented via an oral presentation at the conference. Maximum paper length remains at 10 pages including references.
- Accept as Short Paper. Papers are published in the conference proceedings and are presented via a poster presentation at the conference. Maximum paper length is reduced to 6 pages including references, meaning that the authors possibly need to reduce the length of their submission.
- Reject; not included in the conference.
All accepted papers will be included in the conference proceedings published on Springer Lecture Notes in Computer Science (LNCS). A dedicated special issue with an upgraded version of the best papers of the conference will be published in The International Journal of Serious Games. The corresponding author of an accepted paper, acting on behalf of all of the authors of that paper, must complete and sign a Consent-to-Publish form.
At least one author of each accepted paper is required to register for the conference (regular or student rate).
• • • • • • • • • • • • • • • • • • • • • •
dr. ing. S.C.J. (Sander) Bakkes
Assistant Professor in Playful Learning & Game Design
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