1. Adaptive and Personalized Game-based Learning Environments
  2. Gaming Technologies for innovative interventions in Healthcare
  3. Serious Games and Cultural Heritage


Adaptive and Personalized Game-based Learning Environments


The need for sophisticated learning environments as well as novel educational platforms (Interactive White Boards, Tablets, Robots), which will respond to the requirements of a future educational framework and provide capabilities for automatic assessment of learner’s engagement, behavior and progress, has significantly increased the research interest on intelligent adaptation and personalization techniques in game-based learning. Artificial intelligence is fundamental in order to implement gamebased learning environments, which employ online or offline adaptation for optimizing learning. In addition, techniques for real-time signal acquisition, processing and inferring, accompanied by immediate and rapid content generation mechanisms have created new opportunities and perspectives
towards this direction. Finally, novel actuators, such as educational robots provide new means enabling new insights in the overall educational process. The aim of this workshop is to bring together researchers and practitioners, from both industry and academia, interested in any aspects of machine learning and artificial intelligence, which can be effectively used to improve game-based learning environments.


This workshop is dedicated to studies, applications, algorithms and new methods in the multidisciplinary field of game-based learning environments, with a specific focus on adaptation and personalization-related issues. Papers for this workshop must address relevant topics in the design, implementation or field study of adaptive learning environments, also based on video games, sensors, natural human-computer interaction, machine learning and artificial intelligence.

Technical topics of interest include (but are not limited to):

  • Artificial Intelligence
  • Evolutionary and reinforcement learning
  • Game-based learning environments
  • Online/ offline adaptation techniques
  • Collaborative learning
  • Personalization techniques
  • Interactive multi-user learning environments
  • Interactive robotics learning
  • Learner’s performance evaluation techniques
  • Natural human-computer interaction in game-based environments
  • Learner’s engagement recognition
  • Learner’s affective and cognitive state recognition
  • Interaction of learners and tutors


Petros Daras (CERTH)
Kosmas Dimitropoulos (CERTH)
Nicholas Vretos (CERTH)
Kam Star (PlayGen)
Stylianos Asteriadis (Maastricht University)

In cooperation with:
The workshop is organized in cooperation with the H2020 projects: ProsocialLearn
(http://prosociallearn.eu/) and Mathisis (http://www.mathisis-project.eu/)



Gaming Technologies for innovative interventions in Healthcare



Since the introduction of the term Serious Games (SGs) in the early 2000s by Ben Sawyer to describe digital games with purpose other than pure entertainment, the field of SGs has gained substantial research interest and entrepreneurial momentum. Research and development in this field proliferated and enabled Gaming Technologies, such as VR, AR, and MxR, and SGs as valid educational and training tools, with an exponential curve of number of SGs released every year. Among other application domains, Gaming Technologies have also been widely used as tools to promote health and wellbeing and condition-specific interventions to target assessment, remote monitoring, cognitive and motor therapy and rehabilitation and for a wide span of diseases and conditions. Additionally, SGs have been used as generic exercising interventions (exer-games) aiming to improve the physical activity of the elderly, in light of active and healthy ageing. The issues created by an ageing population, highlight the need for implementation of evidence-based, innovative approaches to empower the service users (SUs) and families to support a continuum of health provision and care; and at the same time, relieve the ever-increasing pressure on respective governmental bodies to provide these services in more cost-efficient ways.


The workshop’s areas of interest and themes will cover the following, non-exhaustive list of themes around the context of Gaming Technologies for innovative interventions in Healthcare.

  • AI applications for serious games in Healthcare for provision, assessment, and monitoring
  • User-modelling and analytics in serious games for Healthcare
  • Gamification of physiotherapy and rehabilitation
  • Co-design and co-development of games for games and interventions for healthcare provision
  • Virtual and augmented reality for healthcare interventions
  • Mobile games for assessment, monitoring and rehabilitation
  • Case studies in and evaluation of serious games and virtual worlds for healthcare applications
  • Framework designs and system architectures for innovation in healthcare

Goals and expected results

The workshop’s goal is to present innovations and advances on existing approaches, special designed tools, infrastructures, models, theories and technologies supporting design and development of serious games and interventions for the domain of healthcare. The workshop will try to bring together researchers from the serious games community and other domains leading to a network of researchers and stakeholders towards transferring knowledge, sharing best practices about games for healthcare.


Ioannis Paraskevopoulos (University of Greenwich)
Evdokimos Konstantinidis (Aristotle University of Thessaloniki)
Panagiotis Bamidis (Aristotle University of Thessaloniki)


Serious Games and Cultural Heritage



The overall objectives of the workshop are the discussion and sharing of knowledge, and scientific and technical results, related to state-of-the-art solutions, technologies and applications of serious games in cultural heritage, as well as the demonstration of serious games in cultural heritage. We believe the workshop will further enlarge the audience of this conference and thus keep improving the quality of the papers submitted. The nature of the workshop is multi-disciplinary, focusing on innovations in all the technology and application aspects of serious games and cultural heritage. The target audience is everyone in the general computer graphics and computer games research community with an interest in cultural heritage


The workshop seeks original high-quality research and application/system paper submissions in all aspects of Serious Games and Cultural Heritage. Suggested topics include, but are not limited to:
• Interactive digital storytelling for virtual cultural heritage applications
• Challenges and trends in Serious Games for Cultural Heritage
• User engagement and motivation
• Assessment of the learning impact
• Human-Computer Interaction
• Game mechanics suited for CH education
• Personalization, adaptivity and Artificial Intelligence
• Game architectures
• Psychology and Pedagogy
• Best practices in the development and adoption of SGs for CH
• Generation and representation of cultural content in Games
• Culturally relevant Non-Player Characters
• Applications and case studies


Bart Simon (Concordia University)
Sudhir Mudur (Concordia University)
Charalambos Poullis (Concordia University)
Selma Rizvic (University of Sarajevo)
Dimitrios Skarlatos (Cyprus University of Technology)

In cooperation with:

The workshop is organized in cooperation with the H2020 project i-MareCulture.