- Subjective vs. objective variables for personalization,
- Continuous vs. categorical dimensions,
- Personalization according to specific interaction means vs. goals of the interaction,
- A priori vs. real-time personalization.
Besides these approaches, further topics of the workshop refer to theoretical and empirical considerations related to personalization relevant for serious games and gameful interactions, such as:
- Theoretical explorations of personalization,
- Factors for personalization, such as personality,
- Empirical studies showing the effect and influencing factors of personalization in games,
- Development and validation of new and improved models for personalization,
- (Industrial) case studies and examples,
- Success and failure stories of personalization,
- Studies on the return of investment and cost-benefit analyses of personalization,
- Other market- and industry-relevant considerations.
During the Workshop, we will collect, discuss and reflect on various personalization approaches for serious games and gameful interactions to create a new and unified personalization framework. This will be achieved by collecting “pieces” submitted by participants as contributions to the above listed topics. The “pieces” can be theoretical, phenomenological or empirical in nature in the following categories:
- Position papers (2–4 pages),
- Full research papers (4–6 pages),
- Videos and interactive demos (along with a 2–4 pages description).
The “pieces” should clearly state how they contribute to building a framework for personalization. Page limits include bibliography. The submissions have to be formatted according to the ACM Standard SIGCONF template. In order to peer-review the submission, we will establish a workshop program committee and all submissions will be reviewed by at least two peers (in ambiguous cases by three peers). Accepted submissions will be published in the ACM Extended Proceedings of the UMAP conference.
Please send your submissions to Marc.Busch@ait.ac.at.