Call for papers: Serious Gaming

Conference theme: Getting ready for the unexpected – IS for Crisis Management in a complex and uncertain world
Conference Dates: May 24-27 2015

TRACK 13: Serious Gaming: Experiencing the Unexpected

Download this call for papers:13_ISCRAM2015_Serious_Games_CfP

Introduction to the track

Experiencing the unexpected is crucial to understanding and being able to handle crisis. Serious Gaming is rapidly gaining credibility in
providing professionals with rich and varied experiences that present the reality of crisis management, but in a safe environment that allows
them to reflect and gradually improve. Serious games can range from single player, standalone computer games aimed at informing or
educating citizens to extensive, multiplayer virtual exercises for the training of professionals.

The aims of this track are to explore how serious games contribute to crisis management and to offer a platform for researchers and
practitioners to exchange state-of-the art knowledge on serious games for crisis management as well as discuss future challenges and
opportunities. The type of submissions that we are looking for can serve any of these purposes including the use of serious games for
training, for creating awareness and for research. The track also aims to explore possibilities of the upcoming notion of gamification in crisis
management, i.e. applying game mechanics to non-game applications. Such game elements provide alternative ways to guide, motivate, and
engage people – citizens and professionals – in tasks, and therefore have the potential to increase the effectiveness of crisis management.

Track topics

The theme for this track is “experiencing the unexpected”, because of the power of serious games to induce practical learning in a safe but realistic environment.

  • Serious Gaming (SG) for crisis preparation – including community awareness
  • Virtual environments for crisis and emergency response training
  • Strategy gaming for complex decision making during crisis
  • Serious gaming for inter-organizational coordination during crisis
  • Crisis communication: Serious gaming that trains users to transfer information and instructions (earthquake or flood risks) to different audiences
  • Crowd sourcing games, which involve the larger public in data analysis and solution generation during crisis
  • Gaming Analysis for measuring disaster response aspects
  • Serious games to develop and evaluate disaster recovery plans

Track Chair and Co-Chairs

*David Thornton, Ph.D.
Jacksonville State University

Anja van der Hulst, Ph.D.
The Netherlands Organisation of Applied

*Corresponding Chair