IDGEI 2014: 2nd international workshop on intelligent digital games for empowerment and inclusion

Digital Games for Empowerment and Inclusion have the potential to improve our society by preparing particular groups of people to meet social challenges in their everyday lives, and to do so in an enjoyable way through games. These games are developing rapidly to exploit new algorithms for computational intelligence supported by increasing availability of computing power to help analyze players' behavior, monitor their motivation and interest, and to adapt the progress of the games accordingly. Intelligent Digital Games for Empowerment and Inclusion (IDGEI) explore the use of machine intelligence in serious digital games. In this introduction and in this context, we summarize the second international workshop on IDGEI held at the International Conference on Intelligent User Interfaces (IUI) 2014.

[1]  Evelyn Yarzebinski,et al.  The Effects of Culturally Congruent Educational Technologies on Student Achievement , 2013, AIED.

[2]  Tibor Bosse,et al.  A RECURSIVE BDI AGENT MODEL FOR THEORY OF MIND AND ITS APPLICATIONS , 2011, Appl. Artif. Intell..

[3]  Jonathan P. Rowe,et al.  Serious Games Get Smart: Intelligent Game-Based Learning Environments , 2013, AI Mag..

[4]  D. Povinelli,et al.  Mindblindness. An Essay on Autism and Theory of Mind Simon Baron-Cohen 1995 , 1996, Trends in Neurosciences.

[5]  The Research Leading to These Results Has Received Funding from the European Community's Seventh Framework Programme [fp7/2007-2013] under Grant Agreement No. 257593 , .

[6]  Eric B. Bauman,et al.  Virtual worlds: an environment for cultural sensitivity education in the health sciences , 2011, Int. J. Web Based Communities.

[7]  Mark Gaved,et al.  Advances in MASELTOV - Serious Games in a Mobile Ecology of Services for Social Inclusion and Empowerment of Recent Immigrants , 2013, Advances in Computer Entertainment.

[8]  James M. Rehg,et al.  Decoding Children's Social Behavior , 2013, 2013 IEEE Conference on Computer Vision and Pattern Recognition.

[9]  Björn W. Schuller,et al.  Serious Gaming for Behavior Change: The State of Play , 2013, IEEE Pervasive Computing.

[10]  N. Ravaja,et al.  Learning in balance: Using oscillatory EEG biomarkers of attention, motivation and vigilance to interpret game-based learning , 2014 .

[11]  Luis von Ahn Duolingo: learn a language for free while helping to translate the web , 2013, IUI '13.

[12]  M. Gianluca,et al.  The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy , 2013 .

[13]  Kris D. Gutiérrez,et al.  Cultural Ways of Learning: Individual Traits or Repertoires of Practice , 2003 .

[14]  Guillaume Chanel,et al.  Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty , 2011, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.