[games_access] GAMES FOR HEALTH CONFERENCE 2009 - Call For Content (was: Re: name for project, other SIGs)
d. michelle hinn
hinn at uiuc.edu
Thu Jan 29 15:04:49 EST 2009
Yes, it's a part of our agreement to get the grant money. We're
talking about it now. We have another one day workshop to give. I'm
talking to him about getting the money from last year and this year.
>Hey,
>
>Speak of the devil...
>
>While checking my other lists, Ben Sawyers email about this years
>Games for Health Conference came through (copy-pasted below). Just
>to be sure: are there any plans for that already? I checked
>http://www.igda.org/wiki/GASIG_Projects but it's not (yet) in there.
>
>Greets,
>
>Richard
>
>
>*copy paste*
>
>The official announcement of our Games for Health 2009 conference is
>very soon but the call for content information is now done and I'm
>providing it here ahead of posting it more widely:
>
>GAMES FOR HEALTH CONFERENCE 2009
>Hyatt Harborside, Boston, MA
>June 11-12, 2009
>Pre-conference events on June 10.
>
>CALL FOR CONTENT
>The 2009 Games for Health conference is set to be held on June 11-12
>in Boston, MA. Pre-conference events on accessibility and virtual
>worlds will take part on June 10.
>
>Our call for content is now officially open. Please send all
>submissions to content at gamesforhealth.org by Jan 27, 2008. All
>speakers receive free entry to the conference and all related events.
>
>Registration and official announcement of the conference will open on
>January 5, 2009.
>
>TOPICS & CONTENT REQUESTED
>The Games for Health Conference 2009 will feature over 40 sessions of
>content. Content planned includes panels, poster sessions, general
>lectures, case studies of projects and games, technology
>presentations, and how-to sessions. We seek a large variety of
>content across a range of topics and game types and health areas
>including:
>
>Effectiveness of Health Games
>Exergaming & Rehabitainment
>Health Behavior Change
>Disease Management & Education
>Public Health Messaging & Patient Communication
>Cognitive Health
>Training & Management Sims & Occupational Recruitment
>Accessibility for Games & Disability focused Games
>Epidemiology
>Pain Distraction & Stress Relief
>CyberPsychology
>Entertainment Games About Health or Substantial Health Related Play
>Health Effects of Games
>First Responders & Mass Casualty Training
>Medical Informatics & Health Data Collection
>Virtual Patients
>Interface & Visualization Applications
>Personal Health & Electronic Medical Record Systems
>
>For more information please see topic summaries below
>
>SUBMISSION REQUIREMENTS
>Please send your submission as a plain text email, Microsoft Word
>document, or Adobe PDF file. Email them to content at
>gamesforhealth.org.
>
>If you are suggesting a specific session style please label it as
>follows: Panel, Poster, Case Study/Demo, Lecture, How-To, etc.
>
>Include 2-3 Paragraph Bios for speaker(s) associated with session
>submission
>
>Please list the minimum time required by your session. Minimal time
>for presentations is 20 minutes. Maximum time is 90 minutes (Panels
>or How-To sessions only!)
>
>For all submissions referencing software please provide an explanation
>of the software's status (i.e. alpha, beta, completed, published,
>prototype, etc.) and 1-3 screenshots with your submission. Links to
>video demonstrations or downloadable demos may be sent in addition to
>your screenshots.
>
>All sessions must relate to the use of computer games / videogames or
>their related technologies or other industry resources. If your
>submission doesn't make this link obvious please provide an
>explanation under the heading "Game Connection" in your submission.
>
>If your submission requires Internet access, runs on a mobile
>platform, or requires other special equipment please let us know of
>these requirements so we may plan accordingly for such needs during
>your presentation.
>
>Please also ensure we have FULL CONTACT INFORMATION including mailing
>address, organization affiliation, title, office and mobile phones,
>and at least one alternative email address.
>
>SPECIAL OPPORTUNITIES
>Games for Health offers the following special opportunities for
>content submissions:
>
>Virtual Worlds & Health
>Games for Health will feature a full day of content focused on the use
>of virtual world systems and health. Virtual worlds combine social
>systems with game-based interfaces and graphics to create entirely new
>synthetic spaces to train, practice, and visualize. Such systems hold
>great promise to health and healthcare through layering on of game-
>play or enabling pure simulation or new forms of social interaction.
>
>Our Virtual Worlds & Health Day is accepting talks, case studies,
>poster sessions, and panels that cover the use of virtual world
>technologies and applications that support new ideas in health and
>healthcare.
>
>Games Accessibility
>Building upon last year's innaugural event Games for Health will also
>feature a pre-conference day-long event focuse
>
>Peer Review Status Opportunities
>Games for Health will be implementing a professional peer review
>process for the 2009 conference. This is limited to research oriented
>content wishing to submit for peer review. Please label your content
>submission "FOR PEER REVIEW".
>
>Up to six-eight submissions will be selected by a peer review
>committee and designated with peer review status if accepted.
>Accepted papers will be designated for lecture or poster
>presentation. Papers which do not achieve peer review acceptance may
>be considered for other portions of the conference but will not be
>given peer reviewed status.
>
>TOPIC AREA SUMMARIES
>Exergaming & Rehabitainment : Use of game software and/or associated
>hardware to motivate, track, and induce various forms of physical
>activity (aerobic, physical therapy, anti-atrophy, etc.) that provides
>specific health outcomes.
>
>Health Game Effectiveness : With the growing use of games in health,
>wellness, fitness now happening we're especially interested in
>sessions that share results on how effective (or not) such games are
>and what factors (in-game or out) encourage or discourage possible
>effectiveness.
>
>Health Behavior Change : Use of game software and related resources to
>effect and support individuals in changing behaviors that put them at-
>risk for poor health
>
>Disease Management & Education : Use of game software and related
>resources to educate people about diseases and especially to assist
>those with diseases and chronic illnesses to live well with those
>ailments.
>
>Public Health Messaging & Patient Communication : Use of game software
>and related resources to communicate to the public about health
>concerns, policies, or health issues.
>
>Cognitive Health : Exploring the theories and practices behind using
>games to improve various aspects of cognitive health via game-based
>conditioning/stimulation including but not limited to various forms of
>memory, equilibrium, and eye-hand coordination.
>
>Training & Managment Sims & Occupational Recruitment : Training
>skills, management practices using games. Using games to visualize
>health-related jobs, practices, and systems in an attempt to recruit
>talent to health-based occupations.
>
>Accessibility for Games & Disability focused Games : Making all games
>accessible or providing games specific to disabilities in order to
>people with lifelong or temporary disabilities enhanced quality of
>life, specific therapy, new social capabilities, or disability related
>training.
>
>Epidemiology : The use of games in all aspects of epidemiology
>including training, visualization, behavior research, modeling, and
>more.
>
>Pain Distraction & Stress Relief : Games or game-like environments
>provided to offer distraction from chronic, or temporary pain, medical
>procedures or as means to provide relief from stress.
>
>CyberPsychology : Games or game-based environments that provide
>support for psychological assessment, treatment, or education.
>
>Entertainment Games About Health or Substantial Health Related Play :
>Games that offer interesting media studios, design patterns, or other
>insight into how health is or could be portrayed in games.
>
>Health Effects of Games : Studies that show general health related
>outcomes from playing games in general (e.g. repetitive stress
>injuries, online game addiction, motion sickness, etc.)
>
>First Aide, First Responders & Mass Casualty Training : Games that
>specialize in training citizens and professional first responders in
>all forms of pre-hospital care and aide including for incidents
>involving mass casualties.
>
>Medical Informatics & Health Data Collection : The use of games, game
>technologies, and design patterns to aide in the collection,
>visualization, and analysis of health and medical information.
>
>Virtual Patients : Use of game-based technologies and design
>techniques to create believable physiological and psychological
>synthetic humans for use in training and other relevant situations.
>
>Interface & Visualization Applications : Applying game design
>techniques and game technologies to problems in health and healthcare
>involving application interface design and general issues of
>visualization.
>
>Personal Health & Electronic Medical Record Systems : Using interface
>ideas and avatar technologies from games along with other design and
>engineering resources to foster innovation in personal health and
>electronic medical record systems
>
>ABOUT GAMES FOR HEALTH
>Games for Health, the leading professional community in the field of
>health games, unites the best minds in health care and game
>development to advance game technologies that improve people's health
>and the delivery of health care. Through their national and regional
>events, as well as extensive online resources, Games for Health brings
>together researchers, medical professionals and game developers to
>share best practices and forge new, game-based solutions to pressing
>health and healthcare challenges.
>
>Games for Health is funded primarily by the Robert Wood Johnson
>Foundation's Pioneer Portfolio, which supports innovative ideas that
>may lead to significant breakthroughs in the future of health and
>health care. It was founded in 2004 by the Serious Games Initiative, a
>project of the Woodrow Wilson International Center for Scholars
>dedicated to applying innovative games and game technologies to a
>range of public and private policy, leadership and management issues.
>
>
>*copy paste end*
>
>
>----- Original Message ----- From: "AudioGames.net" <richard at audiogames.net>
>To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
>Sent: Thursday, January 29, 2009 8:51 PM
>Subject: Re: [games_access] name for project, other SIGs
>
>>(grin) Told you I was on another planet in 2008 ;) Yeah, I did
>>catch a bit through Exoplanetary-email (thank god for Spitzer!)
>>about the Leipzig conference being cancelled, as well as the E3
>>returning - I just wasn't aware with GDC Europe having *another* go
>>at it ;) Can you recommend an industry emaillist for this type of
>>news? I'm already on 6+ games' lists but most of them academic-ish
>>(such as GamesNetwork), not super-industry-ish... :( Thanks!
>>
>>Ries
>>
>>----- Original Message ----- From: "d. michelle hinn" <hinn at uiuc.edu>
>>To: "IGDA Games Accessibility SIG Mailing List" <games_access at igda.org>
>>Sent: Thursday, January 29, 2009 8:36 PM
>>Subject: Re: [games_access] name for project, other SIGs
>>
>>>There will be. It's not up yet so I don't know the details. There
>>>are two conferences aiming to replace Leipzig and this is one of
>>>them and there's another I forget the name of. The Leipzig
>>>conference is cancelled so these two are it.
>>>
>>>I was thinking about putting in a panel when the call opens so if
>>>any of our past GDC SF speakers are planning on going then you'll
>>>all already be in the system so I can easily put together that.
>>>
>>>Richard -- you need to start subscribing to the 800 zillion
>>>industry email spam lists I get every day. ;) Lol. This conference
>>>has been in the works for months now! :D It was quite the
>>>controversy when Leipzig was trying not to drown!
>>>
>>>M
>
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