Artwork for Videojogos 2020. A square pixelated egg featuring the title of the conference and animated year

ATTENTION (online change)

Videojogos 2020 conference will maintain the dates 26-28 November. However, due to the pandemic context activities will be conducted online. The conference will be hosted by the Polytechnic Institute of Bragança - EsACT in Mirandela, Portugal.

ATTENTION (news and updates)

As we approach the conference dates, news on conference events and platforms will be updated regurlaly for authors and partcipants. Follow us on Instagram for updates.

extended date
all submissions

A dozen pixeleggs...

26-28 November 2020

Videojogos 2020 will be the 12th International Conference on Videogame Sciences and Arts.

It is a joint organization between the School of Public Management, Communication and Tourism – Polytechnic Institute of Bragança (EsACT – IPB) and the Portuguese Society of Videogames Sciences (SPCV).

As in previous editions, this conference will gather researchers, professionals in the extended area of videogames, teachers and students in a forum to discuss videogame related topics and their impact on various aspects such as society, health, heritage, economy or education. The goal is to promote the exchange of ideas, share experiences and results in the areas of interest, through presentations, workshops, interactive demos and panels.

Topics

We welcome long and short papers, posters, interactive demos and workshops. All presenting new scientific results, innovative technologies, best practices, or improvements to existing techniques and approaches in the multidisciplinary research field of Games Research.

Suggested topics for contributions. Other topics may be included:

Accessibility | Aesthetics | Audio | Art Games | Critical Games | Criticism | Design | Development

Games and Creativity | Gaming Culture | Gamification | Gaming and Performance | Game Studies | Game-based Learning

Hybrid Games | Methodology | Narrative | Non-Digital Games | Pervasive Games | Serious Games | Speculative Games

Transmedia | Technology | VR / MR / AR

Submission

All Papers (short or full) selected for international publication should be submitted in English. We will select the 40% best research papers, peer-reviewed and ranked on the basis of originality, relevance of the results and presentation quality, to be published with our annual Springer proceedings volume. A second batch of papers, to be selected based on originality and promising value of the work being developed, will be selected for a works-in-progress volume to be published by SPCV. Accepted papers will require that at least one representative registers in the conference to present the work.

Submissions of Full and Short Papers should follow the Springer Communications in Computer and Information Science (CCIS) format (see "Information for Authors of Springer Computer Science Proceedings"). Use the Microsoft Word template for Mac or for PC. Add to your final submission the Consent to Publish.

[Full papers: 12 – 15 pp. | Short papers: 6 – 8 pp.]

Paper submission

Posters offer the opportunity for presenters to share their work through a quick introduction to the conference audience, followed by one-on-one discussions. Each submission should be 1-2 pages A0 in length, in portrait orientation (vertical). Posters text should be in English. The poster design and elements (figures and text) should be readable from a distance of 2 meters. Posters will be displayed throughout the conference duration. Accepted posters will require that at least one representative registers in the conference to present the poster. The submission should be done in PDF format, based on the (poster template). Add to your final submission the Consent to Publish.

[Posters: 1 – 2 pp. A0 (vertical)]

Poster submission

We welcome the submission of innovative Interactive Demos within the areas of interest covered by the conference. Interactive proposals should be in English. Proposals should provide a clear description of the work (1000–1200 words) and a URL (e.g. WeTransfer, Google Drive, etc...) for access to relevant media assets. Interactive demos will be displayed throughout the conference duration, for which they should be accompanied by technical requirements information. Accepted interactive demos will require that at least one representative registers in the conference to present the work. The submission should be done in PDF format, based on the template provided (interactive template). Add to your final submission the Consent to Publish.

[Interactive: 1000 – 1200 words]

Interactive submission

Authors may also propose Workshops within the areas of interest covered by the conference. Proposals should be in English and provide a clear description of the work to be conducted (1000-1200 words), technical requirements information and, whenever needed, a URL (e.g. WeTransfer, Google Drive, etc...) for access to relevant media assets. Accepted workshops will require that at least one representative registers in the conference to conduct the activities. The submission should be done in PDF format, based on the template provided (workshop template). Add to your final submission the Consent to Publish.

[Workshop: 1000 – 1200 words description]

Workshop submission


Authors and their affiliation, or associate institutions, must be omitted for all categories in initial submissions. Revisions will be double-blind.

Publication

Proceedings of the top 40% rated papers will be published by Springer in their Communications in Computer and Information Science series as a Post-conference volume.

The Communications in Computer and Information Science is a book proceedings series by Springer and Indexed by SCOPUS, SCImago, and ISI Proceedings. More info

CCIS (Communications
              in Computer and Information Science) logo Springer logo

The remaining selected papers, selected posters, interactive demos and workshops will be published in a Proceedings Book (with ISBN) edited by SPCV.

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Important Dates

All Submissions

Submissions: 7 September 2 October

Author notification of the review: 9 October 30 October

VJ2020

Pre-conference workshops: 26 November

Conference: 27 to 28 November

Keynotes Speakers
Rui Craveirinha

Rui Craveirinha is Games User Researcher at Player Research, getting all manner of insight on how players play their videogames. He has a PhD in Information Sciences and Technology (specialized in Human-Computer Interaction) and a great passion for videogame design, research and development. His past research covers, mostly, game design studies and development of new tools for video game development.

“The Art of Play”

What are video games? Why do we play them? What makes them feel so special to play? Is it - as everyone so fervently believes - that they’re art? What even is art, anyway? Legend has it that I was born with a famicom controller… father tells me the cable served as the umbilical cord. It’s thus no surprise that I spent most of my waking life feverishly musing on these deep questions, whether I was criticizing games for IGN or teaching Game Design at the University. In this talk I will take you on a journey of the personal and the universal, retelling three distinct Histories: the History of (Video) Games, from Chess to The Last of Us Part II; the History of Aesthetics, from Plato to Dickie; and my own personal history, from playing famicom to analysing players experience at Player Research. Together, these stories will intertwine in a way that might just answer all those questions. My answers can surprise, provoke, and on the rarest of occasions, may even provide true insight. By the end, I hope to have at least convinced you of why video games are a wondrous medium which state of the art theories and tools often downplay in terms of their sheer complexity, novelty… and beauty.

Portrait of Oscar Garcia Pañella, keynote speaker
Oscar García Pañella

Oscar García Pañella directs the Videogame Degree at ENTI-UB Barcelona, the online Gamification & Transmedia Storytelling Master Program for the IEB School and co-directs the Serious Games for Health & Sport initiative (ENTI-UB and the Harvard Medical School). In addition to that, Oscar García Pañella works as a senior Gamification consultant for Cookie Box, as a way to bring the fields of Transmedia and Dramanagement to the Human Resources Departments.

“Seeking presence through virtuality – applying gamification to support the memorable experiences we deserve”

We are still confined. Both physically and mentally, one or another or both depending on our specific context. And we are human beings and thus with the need of social interaction, fantasy experimentation, true storytelling and memorable challenges. We people love to explore, socialise, communicate, share, help, achieve... and we need to feel engaged while doing so. Even more if using virtual devices for the majority of our communications. And because we are the users, we should be at the centre of any design. Therefore, is there a science that can help us all to achieve the correct creation of valuable remote and/or hybrid experiences? Can we learn to design in a way that extracts the best opportunities from our current situation by allowing us to keep our networking alive while maintaining rigor and guaranteeing fun (and seriousness)? How can we expect to adapt ourselves to the "new" transmedia means available if not designing from both the experiential and memorable views? Welcome to the playing realms of motivational design and gamification!

Portrait of Oscar Garcia Pañella, keynote speaker
Registration

Registration ends 25 November

Full registration: 40€ (early) / 50€ (late)

[One author per paper]

Poster / Interactive / Workshop registration: 15€ (early) / 20€ (late)

[One author per submission]

Reduced Registration: 5€

[Regular participants, non-authors and co-authors]

Registration Form

Program

Pre-conference WORKSHOP 1:The Tool of the Producer - The Risk Register

[Inês Lagarto]

“On this workshop you will find an introduction to what it means being a producer on a day to day basis and try to cover one of the main tools of the producer: The Risk Register.”

Requirements: Computer or Smartphone, Excel, pen and paper.

Pre-conference WORKSHOP 2:Polar Survival

[Mikel Carpio, Pedro Barragán, Fernando Jesús Pérez, Juan Piccoli, Laura Schober and Sergio Uceda]

“While playing Polar Survival, you will have to find enough food to survive. Seals are part of the polar bear´s diet you´ll incarnate, but the glacier you are living in is melting as time passes, and those seals will try to escape, furthermore, there are several chances for you to face other polar bears which are hungry as well, and that will turn your survival trip into a really dangerous task.”

Requirements: Computer or Smartphone (android).

Lunch

Pre-conference WORKSHOP 3:Pacversary

[Raquel Llaneza, Álvaro García, Vicente Cupello, Cristina Rodriguez, Alejandro Pérez and Enrique Maldonado]

“In the workshop, we will touch on the four primary principles of the development of a newsgame, explaining each one in detail and having the audience participate in a practical example of design of a newsgame.

Requirements: Internet connection and imagination.

Pre-conference WORKSHOP 4:How to use free motion capture data to animate game characters

[João Victor Boechat Gomide and Marcelo Tannure]

“The objective of this workshop is to show how to use motion capture data, available for free on the web, to animate characters for digital games. The intention is to demonstrate how to find the correct movement data and how to apply it to a rigged character and integrate it with other animations, organically. In order to be able to show the entire workflow for the duration of the workshop, Autodesk's MotionBuilder software will be used. The software already comes with rigged characters and the interface is prepared directly to work with motion capture data. At the end, it will be shown how to do all the wokflow in Blender, highlighting the equivalences of the steps taken to retarget the animation for the character in MotionBuilder. At the end of the workflow, the user will have animated characters correctly prepared for use in engines, such as Unreal and Unity.”

Requirements: Intermediate knowledge of animation of 3D, characters, preferably knowing how to rig and skining a character. Participants must have installed, on their computers, the educational or trial version of MotionBuilder, as well as Blender.

Workshop Registration

Registration

KeynoteRui Craveirinha

“The Art of Play”

Coffee break

Papers session 1Communities

Esports Sponsorships: The Double-Edged Sword Effect of Having a Very Vocal Audience
[Bruno Freitas, Ruth Contreras-Espinosa and Pedro Correia]

“Community” in video game communities
[Lucinda Saldanha, Sofia Silva and Pedro Ferreira]

It’s Crunch Time: Burnout, Job Demands and Job Resources in Game Developers
[Joana Mendes and Cristina Queirós]

Posters session

Games for reflection, discussion and critical thinking on social inclusion and its relationship with the cultural triangle
[Diego Mergener, Pedro Cardoso and Bruno Giesteira]

The progressive penetration of data analysis and dynamic design experience adjustement in games: a journey through adaptable experience
[Andrés Olmedo Moreda and Héctor Puente Bienvenido]

A user experience study in a vertical slice version of a videogame
[Pedro Inácio, Guilherme Saturno and Lilia Marcelino]

Interface UX: Evaluating the gameplay experience in an educational game
[Ana Dos Santos, Catarina Matias and Lilia Marcelino]

CoArt: Mimicking Paleolithic Engraving
[José Gabriel Lopes and Bárbara Barroso]

Steel, wires and human flesh: a short real time film production using cad tools
[Rafael Bicalho and Lucas Gonçalves]

Nameless & Ustráfika: hardsurface character modelling for CAD tools videogames using
[Rafael Bicalho and Lucas Gonçalves]

The Bear's Suffering
[Gabriel Dias Maia and Magda Rezende de Oliveira]

Lunch

Papers session 2Characters

Reward-Mediated Individual and Altruistic Behavior
[Samuel Gomes, Tomás Alves, Joao Dias and Carlos Martinho]

Interviewing a Virtual Suspect: conversational game characters using Alexa
[Gonçalo Baptista, Diogo Rato and Rui Prada]

Character Progression for Asymmetric Play
[Abel Neto, Pedro Cardoso and Miguel Carvalhais]

Papers session 3Technology 1

Procedural Game Level Generation by Joining Geometry with Hand-Placed Connectors
[Rafael Castro E Silva, Nuno Fachada, Nelio Codices and Diogo Andrade]

SimpAI: Evolutionary Heuristics for the ColorShapeLinks Board Game Competition
[Pedro M. A. Fernandes, Pedro M. A. Inácio, Hugo Feliciano and Nuno Fachada]

Magic Board GO! interactive stories that can be reused and played on multiple game boards
[Demetrius Lacet, Filipe Penicheiro and Leonel Morgado]

Papers session 4Media & Industry

Video games specialized media in Basque language
[Maitane Junguitu Dronda]

Built for communication: a strategic perspective of digital games in health
[Susana Lamas, Nelson Zagalo and Helena Sousa]

Interactive session 1

Message Across: A word matching game for reward-based in-game behavior change
[Samuel Gomes, Tomás Alves, Joao Dias and Carlos Martinho]

Candy Loft VR Experience
[Gostavo Corrêa and Lucas Gonçalves]

SPCV Assembly

Registration

KeynoteOscar García Pañella

“Seeking presence through virtuality – applying gamification to support the memorable experiences we deserve”

Coffee break

Papers session 5Game-based learning

Game Based Learning in Science Fiction
[Néstor Jaimen Lamas]

Supporting the construction of game narratives using a toolkit to game design
[Pedro Beça, Cláudia Ortet, Mónica Aresta, Rita Santos, Ana Veloso and Sofia Ribeiro]

Borderline: Games and Activism
[Sofia Santos and Patrícia Gouveia]

Papers session 6Accessibility

Macguffin: Reimaginar o Pac-Man para encorajar a inclusão e reduzir estigmas associados a pessoas invisuais
[Lívia Lopes Sant Anna, Dinis Enes, Frederico Oliveira, Pedro Cardoso and Bruno Giesteira]

Conducting a Usability Playtest of a Mathematics Educational Game with Deaf and Hearing Students
[Lília Marcelino, Conceição Costa, Andreas Melo and Fernando M. Soares]

Lunch

Papers session 7Design & Development

Shaping User Profiles after First User Validation: Reflections on the Findings of the Prototyping Process of a VR Bird Watching Tour in Lima, Perú
[Fiorella Carhuancho Quijada]

Ollie's Escape
[João Sernadela and Rui Pedro Lopes]

Papers session 8Technology 2 & Industry

Reinforcement Learning in Tower Defense
[Augusto Dias, Juliano Foleiss and Rui Pedro Lopes]

Playfully probing practice-automation dialectics in designing new ML-tools
[Jorge Ribeiro and Licínio Roque]

Recent trends in the Portuguese video game industry: 2016-2020
[Flávio Nunes, Pedro Santos, Patrícia Romeiro and Camila Pinto]

Interactive session 2

Otherworldly Math
[Andreas Melo, Fernando Soares, José Carlos Neves and João Frade]

Borderline
[Sofia Santos and Patrícia Gouveia]

Closing Session

Committees

Organizing Committee

Conference chairs:

Inês Barbedo (PT) & João Paulo Sousa (PT) & Beatriz Legerén (ES)

Scientific chairs:

Bárbara Barroso (PT) & Licínio Roque (PT)

Poster chairs:

Jorge Palinhos (PT) & Markus Wiemker (DE) & Belén Mainer Blanco (ES)

Interactive chairs:

Carlos Casimiro Costa (PT) & Tanja Korhonen (FI) & Jeferson Valadares (PT / BR)

Workshop chairs:

Rogério Azevedo Gomes (PT) & Rogério Tavares (BR)

Local Organization chair:

António Mourão (PT)

Design & Development:

Carlos Casimiro Costa, Bárbara Barroso

Arlindo Santos, Ferdinando Silva

André Moreira, Andreia Pacheco, Hugo Fortes, Inês Silva, Luís Lopes

Organization Staff:

André Monteiro, António Silva, Diogo Barbosa, Francisco Almeida, Francisco Pinto, Gabriel Batista, Gonçalo Oliveira, Gonçalo Pinto, Mário Costa, Marlon Faria, Paulo Brito, Rafael Batista

Program Committee

Abel Gomes, University of Beira Interior (PT)

Adérito Fernandes Marcos, Open University, Artech-International (PT)

Alexis Blanchet, Université Sorbonne Nouvelle (FR)

Ana Amélia Carvalho, University of Coimbra (PT)

Ana Lúcia Pinto, Polytechnic Institute of Bragança (PT)

Ana Veloso, University of Aveiro (PT)

André Neves, Federal University of Pernambuco (BR)

António Coelho, University of Porto (PT)

Antonio José Planells, University of Pompeu Fabra (ES)

Antonio Pena, University of Vigo (ES)

Bárbara Barroso, Polytechnic Institute of Bragança (PT)

Beatriz Legerén, University of Vigo (ES)

Belén Mainer Blanco, Francisco de Vitoria University (ES)

Bruno Giesteira, University of Porto (PT)

Bruno Silva, European University (PT)

Carla Ganito, Catholic University (PT)

Carlos Casimiro Costa, Polytechnic Institute of Bragança (PT)

Carlos Martinho, University of Lisbon (PT)

Carlos Santos, University of Aveiro (PT)

Christian Roth, University of Utrecht (NL)

Ciro Martins, ESTG Águeda (PT)

Conceição Costa, Lusófona University (PT)

Cristiano Max, Universidade Feevale (BR)

Daniela Karine Ramos, FederaL University of Santa Catarina (BR)

Diego Perez-Liebana, Queen Mary University of London (GB)

Diogo Gomes, University of Aveiro (PT)

Duarte Duque, Polytechnic Institute of Cávado & Ave (PT)

Emmanoel Ferreira, Fluminense Federal University (BR)

Esteban Clua, Fluminense Federal University (BR)

Euridice Cabañes, Arsgames (MX)

Eva Oliveira, Polytechnic Institute of Cávado & Ave (PT)

Fanny Barnabé, University of Liège (BE)

Filipe Luz, Lusófona University (PT)

Filipe Penicheiro, University of Coimbra (PT)

Fotis Liarokapis, Technical University of Cyprus (CY)

Francisco Javier Gayo Santacecilia, U-Tad (ES)

Frutuoso Silva, University of Beira Interior (PT)

Gabriel Fernandes, Federal Institute of Rio de Janeiro (BR)

Gustavo Reis, Polytechnic Institute of Leiria (PT)

Héctor Quintián, University of A Coruña (ES)

Ido Iurgel, Hochschule Rhein-Waal (DE)

Inês Barbedo, Polytechnic Institute of Bragança (PT)

Jeferson Valadares, Doppio Games (PT / BR)

Jesus Torres, University of La Laguna (ES)

João Dias, University of Lisbon (PT)

João Jacob, University of Porto (PT)

João Paulo Sousa, Polytechnic Institute of Bragança (PT)

João Victor Gomide, FUMEC University (BR)

Jorge Martins Rosa, New University of Lisbon (PT)

Jorge Palinhos, Polytechnic Institute of Bragança (PT)

José Luís Rolle, University of A Coruña (ES)

Juan Albino Mendez Perez, University of La Laguna (ES)

Leonel Morgado, Open University (PT)

Licínio Roque, University of Coimbra (PT)

Liliana Costa, University of Aveiro (PT)

Lynn Alves, Federal University of Bahia (BR)

Marçal Mora Cantallops, University of Alcalá (ES)

Marcos Antón, Complutense University (ES)

Mário Vairinhos, University of Aveiro (PT)

Markus Wiemker, media Akademie - Hochschule Stuttgart (mAHS), University of Applied Sciences (DE)

Marta Nuñez, University Jaume I de Castellón (ES)

Mercedes García Betegon, U-Tad (ES)

Micael Sousa, University of Coimbra (PT)

Michel Santorum, Tequila Works (ES)

Miguel Carvalhais, University of Porto (PT)

Nelson Zagalo, University of Aveiro (PT)

Óscar Mealha, University of Aveiro (PT)

Patrícia Gouveia, University of Lisbon, Faculty of Fine Arts, ITI/LARSyS (PT)

Paulo Leitão, Polytechnic Institute of Bragança (PT)

Pedro A. Santos, University of Lisbon (PT)

Pedro Amado, University of Porto (PT)

Pedro Cardoso, INESC TEC, University of Porto (PT)

Rogério Azevedo Gomes, Polytechnic Institute of Bragança (PT)

Rogério Tavares, Federal University of Rio Grande do Norte (BR)

Rui Craveirinha, Player Research UK (GB)

Rui Pedro Lopes, Polytechnic Institute of Bragança (PT)

Rui Prada, University of Lisbon (PT)

Ruth Contreras, UVic- Central University of Catalonia (ES)

Tânia Rocha, University of Trás-os-Montes & Alto Douro (PT)

Tanja Korhonen, Kajaani University of Applied Sciences (FI)

Thiago Falcão, Federal University of Paraíba (BR)

Valter Alves, Polytechnic Institute of Viseu (PT)

Victor Navarro-Remesal, Pontifical University of Comillas (ES)

Wolfgang Mueller, University of Education Weingarten (DE)

Event
                Venue

The conference will take place in the city of Mirandela at EsACT – IPB.

Contact Us

Address

Escola Superior de Comunicação, Administração e Turismo, Campus do Cruzeiro, Av. 25 de Abril Lote 2, 5370-202 Mirandela

Phone Number

(+351) 278 201 340

Videojogos 2020

videojogos2020@ipb.pt

Organization

Support