GAT 2024 - 4th Workshop on Gamification Application and Technologies
Gamification can be seen as the art of engaging users on some specific goal. These goals range from a simple fuel meter that allows the driver to know his cheapest rides, to complex software tools, used to engage students in their education process, or to motivate company collaborators achieving the organization goals. In the last few years, gamification is being used everywhere, reinforcing user’s attitudes which, in turn, generate positive results in a specific process. Despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. At the same time, gamification is currently seen as the savior for all problems, but there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning. The main goal of this workshop is to share, discuss and evaluate different approaches and issues faced in integrating games into empresarial and education contexts, and what tools are available or being developed for supporting this methodology. This workshop will be targeted not just to the technologic support of gamification, but also on its methodologies and psychological studies. It will be valuable for practitioners, researchers and teachers.
TOPICS
List of topics of interest, but are not limited to :
AI, ML and Chatbots for Gamification
Application of software-based gamification to novel areas
Applied Gamification (in Human Resources, Marketing, Health, Education and other
domains)
Best practices for Gamification UI standardization
Big data and gamification
Educational Computer Games
Game data standardization and interoperability
Game Design Principles, mechanics and elements
Gamification within the industry
New concepts and techniques in gamification design and development
Open-source gamification tools and libraries
Organizational issues when implementing gamification
Player behaviour modelling
Reports on development and evaluation of innovative gamified software
Strategies to implement Gamification in LMSion within the industry
ORGANIZATION COMMITTEE
Ricardo Queirós, ESMAD, Portugal
Mário Pinto, ESMAD, Portugal
Filipe Portela, Algoritmi Research Centre, University of Minho, Portugal
PROGRAM COMMITTEE (TBA)
António Marques, ESS, Polytechnic of Porto, Portugal
António Osório, University of Minho, Portugal
Carlos Costa, ISEG, Lisbon University Institute, Portugal
Eduardo Nunes, ES , Polytechnic of Porto, Portugal
Jakub Swacha, University of Szczecin, Poland
Jorge Oliveira e Sá, University of Minho, Portugal
José Paiva, University of Porto, Portugal
José Paulo Leal, University of Porto, Portugal
Manuela Aparicio, NOVA University Lisbon, Portugal
Marco Temperini, University of Rome, Italy
Marílio Cardoso, ISEP, Polytechnic of Porto, Portugal
Martinha Piteira, ESTSetúbal, IPS, Portugal
Muhammad Younas, Oxford Brookes University, UK
Pavel Boytchev, Sofia University, Bulgarian
Raffaele Montella, University Parthenope, Italy
Robertas Damaševičius, Kaunas University of Technology, Lithuania
Svetla Boytcheva, Bulgarian Academy of Sciences, Bulgarian
Teresa Guarda, Universidad Estatal Península Santa Elena, Ecuador
Vitor Silva, ESS, Polytechnic of Porto, Portugal