Serious Games, Interaction, and Simulation

5th International Conference, SGAMES 2015, Novedrate, Italy, September 16–18, 2015, Revised Selected Papers

  • Carlos Vaz de Carvalho
  • Paula Escudeiro
  • António Coelho
Conference proceedings

Table of contents

  1. Front Matter
    Pages I-VIII
  2. Carlos Vaz de Carvalho, Paula Escudeiro, António Coelho
    Pages 1-5
  3. Janet C. Read
    Pages 9-11
  4. Lilia García-Mundo, Marcela Genero, Mario Piattini
    Pages 12-20
  5. Carlos Vaz de Carvalho
    Pages 21-27
  6. Ricardo Baptista, António Coelho, Carlos Vaz de Carvalho
    Pages 28-35
  7. Ricardo Alves, Teresa Souto, Paula Escudeiro, Nuno Escudeiro
    Pages 36-41
  8. Paula Escudeiro, Nuno Escudeiro, Marcelo Norberto, Jorge Lopes
    Pages 42-49
  9. Chun-Hsiang Ku, Shwu-Lih Huang, Tsai-Yen Li
    Pages 50-57
  10. Gavin Sim, Matthew Horton, Janet C. Read
    Pages 58-65
  11. Luneta Kakoma, Apostolos (Paul) Giannakopoulos
    Pages 66-73
  12. Olivier Heidmann, Carlos Vaz de Carvalho, Hariklia Tsalapatas, Rene Alimisi, Elias Houstis
    Pages 74-79
  13. Kawin Sipiyaruk, Stylianos Hatzipanagos, Jennifer E. Gallagher, Patricia A. Reynolds
    Pages 80-85
  14. Hariklia Tsalapatas, Olivier Heidmann, Rene Alimisi, Dimitris Koutsaftikis, Spyros Tsalapatas, Elias Houstis
    Pages 86-93
  15. Sofie Van Hoecke, Koen Samyn, Gaétan Deglorie, Olivier Janssens, Peter Lambert, Rik Van de Walle
    Pages 103-110
  16. Bruno Simões, Michele Bianchi, Alberto Debiasi, Raffaele De Amicis
    Pages 111-118
  17. Tiago Cardoso, Vitor Santos, Carolina Santos, José Barata
    Pages 119-126
  18. Steven Rowland
    Pages 127-137
  19. Back Matter
    Pages 139-139

About these proceedings


This volume constitutes the proceedings of the 5th International Conference on Serious Games, Interaction, and Simulation, held in Novedrate, Italy, in September 2015.
The 16 revised full papers together with 2 keynote papers were carefully reviewed and selected for inclusion in this book. They focus on the design, development, use, and application of games for purposes other than entertainment. As such they cover areas like cognition, psychology, technology-enhanced education, evaluation and assessment, multimedia and information technology, and feature new scientific approaches and results from experiments and real-life applications.


augmented reality education game internet of things online learning social games active learning cognitive abilities dynamic game balancing early school leaving game-based learning health games model-driven authoring non-linear gameplay older adults problem-based learning quality model scenario generation teacher education virtual reality

Editors and affiliations

  • Carlos Vaz de Carvalho
    • 1
  • Paula Escudeiro
    • 2
  • António Coelho
    • 3
  1. 1.Instituto Superior de Engenharia do PortoPortoPortugal
  2. 2.Instituto Superior de Engenharia do PortoPortoPortugal
  3. 3.University of PortoPortoPortugal

Bibliographic information

  • DOI
  • Copyright Information ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering 2016
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science Computer Science (R0)
  • Print ISBN 978-3-319-29059-1
  • Online ISBN 978-3-319-29060-7
  • Series Print ISSN 1867-8211
  • Series Online ISSN 1867-822X
  • Buy this book on publisher's site
Industry Sectors
IT & Software