November, 15th

Department of Computer Science, University of Bologna, Mura Anteo Zamboni 7.
Link to Google Maps:

Download the PDF map of the areas used for the workshop day.

TimeRoom Ercolani 3Room Seminari 1 (Aula Busi)Room Seminari 2
(coffee break at 10.30 * )
WS1 – Towards Sustainable Serious GamesWS4 – Aesthetics and EmpowermentT1 – Fashion in the Metaverse: Technologies, Applications, and Opportunities
13:00-14:00Lunch break *
(coffee break at 16:00 * )
WS3 – Workshop on XR Experiences for Entertainment and Industry (WXREEI)WS2 – 1ST IFIP Workshop on Interactive Storytelling in Extended Realities (IFIP-WISER)T2 – Exploring new Frontiers at the Intersection of AI and Art
18:00-20:00Interactive Entertainment + Student Game Competition + Welcome Cocktail *
* coffee-breaks, lunch, welcome cocktail and demo sessions will take place at “Plesso Belmeloro”, close to the Department of Computer Science

November, 16th

Complesso di San Giovanni in Monte. Piazza San Giovanni in Monte, 1/2.
Link to Google Maps:

9:30-10:30Session 1 – Game Experience (chair: André Melzer)
10:30-11:00Coffee break
11:00-12:00Keynote – Professor Roberto Bresin
12:00-13:00Session 2 – Player Engagement and Analysis (chair: Jorge Cardoso)
13:00-14:15Lunch break
14:15-16:00Session 3 – Serious Gameplay (chair: Barbara Göbl)
16:00-16:30Coffe break
16:30-17:30Doctoral Consortium (chair: Esteban Clua)
20:00 – Social Dinner at Cantina Bentivoglio (Link to Google Maps: )

November, 17th

Complesso di San Giovanni in Monte. Piazza San Giovanni in Monte, 1/2.
Link to Google Maps:

9:10-10:15Session 4 – Entertainment Methods and Tools (chair: Jannicke Baalsrud Hauge)
10:15-10:45Coffee break
10:45-11:45Keynote: Immersive Technologies for learning: adopting a cross-disciplinary approach
Professor Ekaterina Prasolova-Førland
11:45-13:15Session 5 – Extended Reality (chair: Edirlei Soares de Lima)
13:15-14:30Lunch break
14:30-16:00Session 6 – Game Design (chair: Erik van der Spek)
16:00-16:30Closing ceremony and awards
16:30-17:00Good-bye coffee
17:00-19:00TC14 Meeting


Paper session 1 – Game Experience

Chair: André Melzer

  • Dynamic Difficulty Adjustment by performance and player profile in platform game [Full paper]
    (Marcos Paulo Rosa, Carla Castanho, Tiago Silva, Mauricio Sarmet and Ricardo Jacobi)
  • A Data-Driven Classification of Video Game Vocabulary [Full paper]
    (Nicolas Grelier and Stéphane Kaufmann)
  • Prov-Replay: A qualitative analysis framework for gameplay sessions using provenance and replay. [Short paper]
    (Leonardo Thurler, Esteban Clua, Sidney Melllo and Troy Kohwalter)

Paper session 2 – Player Engagement and Analysis

Chair: Jorge Cardoso

  • Seligman’s PERMA Model in Video Games – The Positive Influence of Video Games on Well-being [Full paper]
    (Gary Wagener and André Melzer)
  • The meaning of life (in video games) [Full paper]
    (Fausto Mourato, João Morais and Edirlei Soares de Lima)
  • Method for training player emotion in a custom FPS game using heart rate [Short paper]
    (Shuo Zhou and Norihisa Segawa)

Paper session 3 – Serious Gameplay

Chair: Barbara Göbl

  • Split Screen – Split Mind: an Innovative Format for Narrative Reflexive, and Pedagogical Games [Full paper]
    (Nicolas Szilas, Thi Kim Oanh Hélène Le and Humbert Jérôme)
  • Accessibility Issues within Serious Games in Engineering Education for Visual Impairment [Full paper]
    (Sundus Fatima and Jannicke Baalsrud Hauge)
  • Persuasive System Design for Climate Change Awareness [Full paper]
    (Ashfaq A Zamil Adib and Rita Orji)
  • Reasoning of Intelligent Virtual Agents with Exceptional Behavior in Rare Scenarios [Short paper]
    (Alexander Lysek, Sven Seele and Rainer Herpers)
  • Game ON! A Gamified Approach to Household Food Waste Reduction [Short paper]
    (Francisco Vasconcelos, Mara Dionisio, Sandra Olim and Pedro Campos)
  • Acquiring and assessing 21st century skills through game development: a case study with an escape game template [Short paper]
    (Chloé Vigneau, Stéphanie Mader, Catherine Rolland and Axel Buendia)

Paper session 4 – Entertainment Methods and Tools

Chair: Jannicke Baalsrud Hauge

  • Semiotic Structuring in Movie Narrative Generation [Full paper]
    (Edirlei Soares de Lima, Marco Antonio Casanova, Bruno Feijo and Antonio Furtado)
  • Girls vs. Men – The prevalence of gender-biased language in popular YouTube Videos [Short paper]
    (Miriam-Linnea Hale and André Melzer)
  • i-Cube, an (In)tangible Interface for Multi-User Generative Art Creation [Short paper]
    (Siu Wing Chung and Carlos Sena Caires)
  • Content design for learning support in museum: Research on exhibition support system using tactile senses [Short paper]
    (Yihang Dai, Fusako Kusunoki, Makoto Kobayashi and Shigenori Inagaki)

Paper session 5 – Extended Reality

Chair: Edirlei Soares de Lima

  • Exploring the Influence of Collision Anxiety on Player Experience in XR Games [Full paper]
    (Patrizia Ring and Maic Masuch)
  • Mutually Imperceptible Skill Adjustment in VR for Making Hyakunin Isshu Karuta Inclusive [Full paper]
    (Ayaka Maruyama and Kazutaka Kurihara)
  • Design of Collaborative Learning Experience with AR–AR Collaboration Game for Children at Museum [Short paper]
    (Kihiro Tokuno, Ryohei Egusa, Fusako Kusunoki and Shigenori Inagaki)
  • Unity-VRlines: Towards a Modular eXtended Reality Unity Flight Simulator [Short paper]
    (Lorenzo Stacchio, Giuseppe Di Maria and Gustavo Marfia)
  • Augmented Adventures: Using Different Perspectives to Design Novel Tabletop Game Experiences with Augmented Reality [Short paper]
    (Kaj Coolen, Jeppe Groen, Hao-Xuan Lu, Niels Winkelman and Erik van der Spek)

Paper session 6 – Game Design

Chair: Erik van der Spek

  • Visualising Game Engine Subsystem Coupling Patterns [Full paper]
    (Gabriel Cavalheiro Ullmann, Yann-Gaël Guéhéneuc, Fabio Petrillo, Nicolas Anquetil and Cristiano Politowski)
  • Enhancing Stockfish: A Chess Engine Tailored for Training Human Players [Full paper]
    (Andrea Manzo and Paolo Ciancarini)
  • Combating Computer Vision-based Aim Assist Tools In Competitive Online Games [Full paper]
    (Mathias Babin and Michael Katchabaw)
  • Research on the Gameplay Evolution Based on Warcraft 3 MOD Platform [Short paper]
    (Xing Sun and Hongbo Lin)
  • A SandBox to Sandbox: a Tangible Terrain Generator For Prototyping Game Worlds [Short paper]
    (Sebastian Schwarz, Benedikt Strasser, Michael Lankes and Martin Kocur)

Student Game Competition – Demo Session

  • Designing a VR-Simulation Module to Support Marine Pollution Control Training
    (João Silva, Jorge Cardoso, Luís Pereira and Licínio Roque)
  • ECO-QUEST: An Educational Game Designed To Impart Knowledge About Ecological Practices and Selective Waste Management
    (Déborah Fernandes de Araujo and Thiago Porcino)
  • …and submissions to the Interactive Entertainment made by students (marked with ** in the following list)

Interactive Entertainment – Demo Session

  • Empirical Studies on the Conditions of Achieving Interactive Mindfulness Through Virtual Reality Single User Experience in Macao
    (Ka Man Ng and Carlos Caires) **
  • Gameplay Audio Description: Death of Internet as a Pilot Study **
    (María Eugenia Larreina-Morales, Allan Di Rosa and Jerome Dupire)
  • A serious video game on cybersecurity
    (Giorgia Bassi, Stefania Fabbri and Anna Vaccarelli)
  • Robotic Choreography Creation Through Symbolic AI Techniques
    (Allegra De Filippo and Michela Milano)
  • HabitAR: Motivating Outdoor Walk with Animal-Watching Activities **
    (Mengyan Guo, Alec Kouwenberg, Alexandra van Dijk, Niels Horrevoets, Nikki Koonings and Jun Hu)
  • Mystery in the Ecological Park: An interactive narrative to promote interaction with biodiversity
    (Andre Freitas, Francisco Fernandes, Mara Dionisio and Sandra Câmara Olim)
  • SEC-GAME: a Minigame Collection for Cyber Security Awareness **
    (Nicola Del Giudice, Fausto Marcantoni, Alessandro Marcelletti and Francesco Moschella)

** competing also for the Student Game Competition