

For this year, GSGS 2020 is only online, from Thursday September 24 to Thursday November 5, in weekly video session version!
GSGS´20 speeches
Download program (pdf)
Session #1, Education & Learning (24 September 2020)
Start at 16:00

Speech #1.1, Natalia Lara Nieto-Márquez, “Analysis of the 20 most played educational games in an intelligent learning platform for children”,

Speech #1.2, Izabella Jedel, “Don’t be boring: The case of a gamified Google Classroom”,

Speech #1.3, Fantin Reichler, “Playful learning and information literacy: the changes of an academic library”,

ROUND TABLE

Julien Schekter, “Gamified learning needs competition, fun and social interactions. Right?”,
Session #2, Health Staff‐oriented (1 October 2020)
Start at 16:00

Speech #2.1, Stéphane Gobron, “Object hunt for speech therapy”,

Speech #2.2, Fiorentino Assunta, “Creation of a serious game exploring decision making by triage nurses in a stressful environment”,

Speech #2.3, Sylvia Gonzalez, “‘End of Life’, a serious game to develop skills for healthcare professionals”,
ROUND TABLE

Julien Schekter, “Simulation is the key in healthcare oriented games. Right? But are actual games really meeting the challenge of human emotions?”,
Session #3, Personal & Professional Training (8 October 2020)
Start at 16:00

Speech #3.1, Maria Sisto, “iManuVisu: A visualization and gamification system for mechanical maintenance manual”,

Speech #3.2, Axel Collet, “Making a digital manual of a manufacturing operation more fun thanks to augmented reality”,

Speech #3.3, Stefano Carrino, “Virtual guitar teacher: Engaging guitar learners with artificial intelligence and gamification”,
ROUND TABLE

Julien Schekter, “Simulations can prevent risks. Right? But should those simulations really be games or playful if lives or high costs are at risk?”,
Demo #1 (15 October 2020)
Start at 16:00

Demo #A, Natalia Lara Nieto-Márquez, “Analysis of the 20 most played educational games in an intelligent learning platform for children”,

Demo #B, Izabella Jedel, “Don’t be boring: The case of a gamified Google Classroom”,

Demo #C, Xavier Wilain, “STRATEGIOUS”,

Demo #D, Ashish Amresh, “Ambassador Pre-Crisis Decision-making”,
Demo #2 (22 October 2020)
Start at 16:00

Demo #E, Quentin Meteier, “Inside the cockpit of the semi-autonomous cars of tomorrow”,

Demo #F, Richard Wetzel, “To Bee or Not to Bee: Prototyping a VR training Game for Beekeepers”,

Demo #G, Loïc Hans, “Les Barons – an urban treasure hunt through La Chaux-de-Fonds’ watchmaking heritage.”,

Demo #H, Maria Sisto, “Saint Ursanne Circuit Secret”,
Session #4, Culture & Urbanism (29 October 2020)
Start at 16:00

Speech #4.1, Lissa Holloway-Attaway, “Playing with Local Heritage: co-designing game-stories for youth”,

Speech #4.2, Loïc Hans, “Les Barons – an urban treasure hunt through La Chaux-de-Fonds’ watchmaking heritage.”,

Speech #4.3, Mattia Thibault, “Jurassic Tampere & urban toyification”,

Speech #4.4, Atsushi Yamaji, “Music Video Game “globARhythm!” for Interactive Rhythm Making System by using Tablet and Large Scale Display”,
ROUND TABLE

Julien Schekter, “Games are highly engaging and immersive. Good games with a good story really are. Right?
But are they engaging you in the gaming experience or in the matter you are gamifying?”,
Session #5, Transport and environment (5 November 2020)
Start at 16:00

Speech #5.1, Nana Tian, “The effect of reclining horizontal plane on VR sickness and experience in a lying down position”,

Speech #5.2, Quentin Meteier, “Inside the cockpit of the semi-autonomous cars of tomorrow”,

Speech #5.3, Richard Wetzel, “To Bee or Not to Bee: Prototyping a VR training Game for Beekeepers”,

Speech #5.4, Francesco Carrino, “BombusCar: Gamification Design of a Carpooling-Based Freight Transport”,
ROUND TABLE

Julien Schekter, “Reckless, cautious, or somewhere in between, we all behave differently while playing games. Right? So can they really train us, with the same result, for real life?”,