Fabrizia Mantovani, University of Milano-Bicocca (Milan, Italy) and Centre for Studies in Communication Sciences (CESCOM)
Fabrizia Mantovani is Assistant Professor of General Psychology at the Department of Human Sciences of Education of the University of Milano-Bicocca (Milan, Italy) and a senior researcher at the Centre for Studies in Communication Sciences (CESCOM). Her main research interests concern the use of serious games and interactive simulations for the training of soft skills, with a focus on emotional, communication and relational skills. She is also interested in the psychological factors related to the design, development and validation of virtual reality environments for educational and clinical applications.
She participated in five international research projects funded by the European Commission: VEPSY-UPDATED (Telemedicine and Portable Virtual Environments for Clinical Psychology); EMMA (Engaging Media for Mental Health Applications); I-LEARNING (Immersion/Imagery Enhanced Learning); MYSELF (Multimodal e-learning System based on Simulations, Role-Playing, Automatic Coaching and Voice Recognition Interaction for Affective Profiling; LUDUS (European Network for the Sharing and Dissemination of Technologies and Knowledge in the Innovative Field of Game-Based Learning).
In the last two years she was also partner in three research projects funded within the “Smart Cities and Communities” funding scheme of Regione Lombardia, where she worked on the potential of interactive simulations games and simulations in health, education and environmental sustainability: ABILITY (Telemedicine and Serious Games to support the rehabilitation of patients with dementia); GIOCOSO (Immersive environments and Smart spaces for early-childhood education), and SEGUICI (Smart Technologies for the Management of Water Resources).
She serves as selected Independent Expert for the European Commission for the review and evaluation of projects in 7FP and HORIZON2020. She is a member of the Editorial Board of the international peer-reviewed scientific journals “Open Communication Journal”, “Annual Review of Cybertherapy and Telemedicine” and she is a member of the Scientific Committee of the “Annual CyberPsychology, CyberTherapy & Social Networking Conference “.
Keynote Speech Title: “Games for Good: The Bright Side of Videogames”
..abstract coming soon
Ines Di Loreto, Assistant Professor in Computer Science at UTT-Université de Technologie de Troyes (France)
Ines Di Loreto ( http://inesdiloreto.me/ ) is Assistant Professor in Computer Science at UTT-Université de Technologie de Troyes (France). After a master degree in philosophy and a PhD in computer science investigating issues related to the representation of the self, her current research involves social applications for social change (i.e., the use of ICT to have a real impact in our society). From a more applied point of view, she works with Tangible User Interfaces (TUI), Serious Games, and Informal Learning as means to promote social change. In the health field she has addressed issues linked with post-stroke physical rehabilitation, schizophrenia, and maintaining social connections during hospitalization. In addition to the health field, her expertise involves crisis management, cultural heritage, and social inclusion.
Keynote Speech Title: "From participatory design to culture of participation in the video games for health field
Participatory design - the approach to design attempting to actively involve all stakeholders - has been widely studied in the health field and it has shown its utility both in terms of efficiency of production and acceptance by care givers and patients. However, little research exists regarding the particular case of video game design for health. Video game design for health involves the inclusion in the participation scenario of extra roles - such as (video) game designers and developers -roles with a very different background in terms of culture of participation. This inclusion allows for taking into account not only the health aspects but also the playful mechanisms linked with video games. As a consequence, to be able to operationalize this combination we need to create a common culture of participation providing all actors with the means to actively participate in problems that are personally meaningfully to them. This keynote will thus review some open challenges in participatory design for video games for health, with a particular focus on examples of (lack of) culture of participation.