Appel de communications – Colloque Serious Play : « The Present and Future of Learning Games »

Appel de communication

Serious Play Conference
Montreal, July 10-12, 2019

« The Present and Future of Learning Games »

In 1970, Clark Abt coined the expression “serious games” in his seminal book of the same name, to describe games that “have an explicit and carefully thought-out educational purpose and are not intended to be played primarily for amusement.” He added that “this does not mean that serious games are not, or should not be, entertaining.”Today, serious games can be found in classrooms, boardrooms, hospitals and research institutions all over the world.

Serious Play is the only annual conference that covers the use of serious games in multiple sectors including K-12 education, higher education, healthcare, corporate learning, and government. The Serious Play Conference is a meeting place for academics, instructional designers, game developers, publishers, distributors as well as students to share knowledge, collaborate and help grow the industry.

Presented in partnership with Adtalem Global Education, Homo Ludens (UQAM), École des médias (UQAM), Faculté de communication (UQAM), Department of Educational & Counselling Psychology  (McGill), Games and Gamification Working Group (McGill), TAG (Concordia University), École NAD (UQAC) and the Department of Computer Science and Mathematics (UQAC), the 2019 Serious Play Conference will take place at Université du Québec à Montréal’s Coeur des Sciences (Montreal, Canada) on July 10-12, 2019. Among our guest speakers for this year’s edition features Katie Salen, Professor in the Department of Informatics at the University of California at Irvine, Chief Designer and Co-Founder of Connected Camps as well as co-author of the famous books Rules of Play (MIT Press) and The Game Design Reader (MIT Press). Professionals and scholars from multiple industries and academic disciplines will give interactive workshops and presentations in English that will fit into the conference’s five tracks.

Track 1: Learning Games for K12 Education

The first track will revolve around questions such as: How have classroom games helped improve learning outcomes for students in math, science, languages, arts, history and other subjects? What are teachers’ needs and constraints when it comes to using games in elementary and secondary classrooms?

Track 2: Games in Higher Education and Research on Serious Games

The second track will address issues of concern to game scholars: How are learning games and simulations being taught and used in post-secondary schools? How can developers and researchers collaborate more effectively to design, develop and study serious games? How can theories about play and about players’ engagement help to better understand serious play? What specific issues does the research of serious games raise in terms of ethics, data collection, data analysis and results distribution?

Track 3: Serious Games and Instructional Design

The third track will tackle issues such as: What are the best practices in instructional and game design? What design opportunities and challenges do augmented and virtual reality create for serious game developers? What are successful game design programs throughout the world doing to attract, retain and graduate highly qualified students for the workforce? How can serious games effectively use procedural rhetoric, that is to say rule-based arguments built into the programming code?

Track 4: Government, First Responders, Military, Corporate and Non Profit Training

The fourth track will discuss subjects like: How have game-based learning tools and gamification
techniques improved employee retention and professional development programs within a
corporate setting? How are governments around the world leveraging games for leadership
training, emergency response and other applications?

Track 5: Healthcare, Training with Simulations, Games and Virtual Reality

The fifth track will cover subjects that are relevant to both professional development and patient care: How can game-based learning tools be integrated into distance learning programs for nurses and doctors? What lessons have practitioners learned from games which aim to help patients deal more effectively with their illness?

Sue Bohle (Serious Games Association)
Gabrielle Trépanier-Jobin (Université du Québec à Montréal)
Avery Rueb (Vanier College/Affordance Studio)

Submission of a Proposal

Anyone who designs, researches or uses learning games and simulations can submit a 100-200 words presentation, workshop or panel proposal to the scientific committee via the conference website:

These submissions will be double blindpeer reviewed by scholars who have done extensive work in this field. In the course of your presentation, you may use examples of your programs and products. However, self-promotional presentations will be rejected. We encourage potential presenters to imagine creative ways to make their presentation as interactive and playful as possible. Proposals that explicitly outline the interactive nature of the presentation will be viewed favorably. Presentations last 45 minutes including either a question period or interactive activities, should you want to include them. Workshops, which are designed to provide hands-on experiences, are scheduled at the end of each day during sessions of 90 minutes. Panels are 45 minutes session on a specific topic that someone can organize and that benefits from the experience of several experts.Submissions are on a rolling application process, so apply as soon as you can. The final deadline for submissions will be February 15.

Speakers are given free registration for the entire conference but are not paid an honorarium or travel.

For more information, you can consult the website of the event :

Publié le 14 février 2019 par Marie-Ève Fafard