GSGS 2018 was held in Neuchâtel, on July 5 & 6, as part of the NIFFF Extended ,
GSGS´18 speeches
Important note: speeches of GSGS can be presented in English, French or German, they are simultaneously translated during the event. However, all posters, speech slides, and short papers must be in English.
Download program (pdf)
GSGS´18 intro speech, Stephane Gobron, “Welcoming & Intro speech”,
Session #1, HEALTH & SILVER TECHNO
Vera Bustomante, “Health & Silver Techno” chair introduction
Speech #1.1, Antje Horsch, “Development of an early intervention to prevent posttraumatic stress symptoms”,
Speech #1.2, Christophe Bolinhas, “First steps towards a virtual coach within a SG to prevent MSD”,
Speech #1.3, Francesco Carrino, “IMPACT – A Serious Game in Virtual and Augmented Reality to Enhance Mirror Therapy”,
Speech #1.4, Kevin Rosianu, “Aristotle. Move & learn”,
Speech #1.5, Vincent Lemaire, “Introduction to cardiopulmonary resuscitation in virtual reality (VR) actions that save”,
Speech #1.6, Maria Sisto, “Virtual Reality puzzle game
for Musculoskeletal disorders prevention”,
Session #2, ARCHITECTURE & URBANISM
Sandy Ingram, “Architecture & Urbanism” session chair introduction
Speech #2.7, Raphael Chevailler, “A Serious Game in Mixed Reality
Toward Urban Network Development”,
Speech #2.8, Vanessa De Luca, “Social Power App: encouraging energy saving behaviour through play, learning and social interaction”,
Speech #2.9, Tobias Koppeler, “Vistom, virtual studios, tools and methods”,
Speech #2.10, Pierre-Nicolas Carron, “Gamified-ED3D project”,
Roundtable #2, All architecture & urbanism sessions speakers and chairs,
Session #3, ECONOMY & ECOLOGY
Bruno Herbelin, “Economy & Ecology” session chair introduction
Speech #3.11, Mela Kocher, “Save the Water! Serious Game for Water Management of Chinese Farmers”,
Speech #3.12, Yassin Aziz Rekik, “Augmented Reality for Context Gamification: Escape Rooms as examples”,
Speech #3.13, Antoine Widmer, “Gamification in Tourism, an analysis of needs and expectations”,
Speech #3.14, Shékina Rochat, “Career Counseling Interventions with Video Game Players”,
Speech #3.15, Antoine Widmer, “Pearl Arbor, a Serious Game for Anthropocene Awareness”,
Roundtable #3, All economy & ecology sessions speakers and chairs,
Invited interactive talk #1, Vincent Bourquin, “Gordon Bennett gas balloon 2D and 3D-Game”,
Session #4, EDUCATION & TRAINING
Dragika Kahlina, “Education & Training” session chair introduction
Speech #4.16, Megann Stephan, “Les Chroniques d’Ana”,
Speech #4.17, Ludivine Marquis, “ArcheoGame – A Serious Game in the field of Archeology”,
Speech #4.18, Frédéric Fischer, “HapticBikeTraining Project”,
Speech #4.19, Sidney Bovet, “Adapting to typing in VR with a Serious Game”,
Speech #4.20, Ivan Gulizia, “How to create a video game on paper during workshop dedicated to videoludic expression?”,
Speech #4.21, Gregory Vauthier, “Serious visual novel game in history class: what learning?”,
Roundtable #4, All education & training session speakers and chair,
Invited interactive talk #2, Frédéric Thys, “Virtual reality, gamification and serious games:missing link in learning emergency medicine?”,
Session #5, SOCIAL & POLITICS
Mela Kocher, “Social & Politics” session chair introduction<
Speech #5.22, Florence Quinche, “A game to prevent racism against Rroma people”,
Speech #5.23, Mathilde Buenerd, “Optimized Talk: what future for digital personal assistants in the communication field?”,
Speech #5.24, Bettina Wegenast, “Bringing people in retirement homes together with computer games”,
Speech #5.25, Vanessa De Luca, “Learning from the reality: InLife game-based scenarios for sustainable and inclusive behaviours”,
Speech #5.26, Tabea Iseli, “Bayhem – An off-the-wall look at games with purpose”,
Roundtable #5, All social & politics speakers & chairs,
Invited interactive talk #3, Ariane Wunderli, “LEGO® SERIOUS PLAY® – Play with a purpose”,
Part1
Part2
GSGS´18 conclusion
Conclusion and Awards
GSGS’18 Award Winners
- Best student contribution
- Ivan Gulizia | HEAD, HES-SO | “How to create a video game on paper during workshop dedicated to videoludic expression?”
- Best GSGS’18 contribution
- Bettina Wegenast | Fabelfabrik GmbH | “Bringing people in retirement
homes together with computer games”
- Bettina Wegenast | Fabelfabrik GmbH | “Bringing people in retirement
- Best GSGS’18 demo
- Vincent Lemaire | Be! Rescuer | “Introduction to cardiopulmonary resuscitation in virtual reality (VR) actions that save”