Serious Games, Interaction and Simulation

6th International Conference, SGAMES 2016, Porto, Portugal, June 16-17, 2016, Revised Selected Papers

  • Carlos Vaz de Carvalho
  • Paula Escudeiro
  • António Coelho
Conference proceedings SGAMES 2016

Table of contents

  1. Front Matter
    Pages I-XIV
  2. José Simão, Luísa Cotrim, Teresa Condeço, Tiago Cardoso, Miguel Palha, Yves Rybarczyk et al.
    Pages 1-8
  3. Miguel Raposo, Raquel Barateiro, Susana Martins, Tiago Cardoso, Miguel Palha, José Barata
    Pages 15-22
  4. Vanessa Cesário, Valentina Nisi, António Coelho
    Pages 23-30
  5. Adilson Vahldick, António José Mendes, Maria José Marcelino
    Pages 36-44
  6. Ana R. Cano, Baltasar Fernández-Manjón, Álvaro J. García-Tejedor
    Pages 45-52
  7. Jose L. Jurado, Cesar A. Collazos, Francisco L. Gutierrez, Luis M. Paredes
    Pages 64-73
  8. João Costa, Jorge Neto, Ricardo Alves, Paula Escudeiro, Nuno Escudeiro
    Pages 74-81
  9. Tiago Lopes, Tiago Cardoso, José Barata
    Pages 109-116
  10. Paula Escudeiro, Nuno Escudeiro, Marcelo Norberto, Jorge Lopes
    Pages 117-124
  11. Aikaterini Bourazeri, Jeremy Pitt, Sylvester Arnab
    Pages 133-140
  12. Diogo Silva, António Coelho, César Duarte, Pedro Castro Henriques
    Pages 141-147
  13. Michel Rudnianski, Olivier Heidmann, Raphael Attias, François Mohier
    Pages 148-155
  14. Back Matter
    Pages 157-157

About these proceedings


This book constitutes the thoroughly refereed post-conference proceedings of the 6th International Conference on Serious Games, Interaction and Simulation, SGAMES 2016, held in Porto, Portugal, in June 2016.
The 19 revised full papers presented together with 2 keynote papers and an editorial introduction were carefully reviewed and selected from all the submissions. The papers 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.


3D Graphics accessibility artificial intelligence augmented reality disabilities Down syndrome e-learning education educational games game-based learning game design gamification Human-Computer Interaction (HCI) immersive environments learning environments learning process serious games sign language user interfaces 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 2017
  • Publisher Name Springer, Cham
  • eBook Packages Computer Science Computer Science (R0)
  • Print ISBN 978-3-319-51054-5
  • Online ISBN 978-3-319-51055-2
  • Series Print ISSN 1867-8211
  • Series Online ISSN 1867-822X
  • Buy this book on publisher's site
Industry Sectors
IT & Software