2023-…
Callaghan, P. (2026). Designing for learning through play: The MAPeD framework for conceptualizing learning games. In S. Göbel & C. Hoppe (Eds.), Proceedings of the 20th European Conference on Games Based Learning, (Vol. 2, pp. 921–929). ACPI https://doi.org/10.34190/ecgbl.20.2.5375
Fiadotau, M., Callaghan, P., Sorrentino, L., DeCarli, L., Sillaots, M., Hõ, A., & Shin, J. (2026). Playtest planning and reporting toolkit for game design in academic contexts. In S. Göbel & C. Hoppe (Eds.), Proceedings of the 20th European Conference on Games Based Learning (Vol. 1, pp. 248–257). ACPI. https://doi.org/10.34190/ecgbl.20.1.5118
Sillaots, M. (2026). MitiGate: Risk management collaborative tabletop strategy game. In S. Göbel & C. Hoppe (Eds.), Proceedings of the 20th European Conference on Games Based Learning (Vol. 2, pp. 747–755). ACPI. https://doi.org/10.34190/ecgbl.20.2.5326
Sillaots, M., & Fiadotau, M. (2026). The European Parliament Virtual Role-Play Game: Results of a player study. In S. Bakkes, F. Bellotti, P. Dondio, M. Ninaus, V. Wanick, & A. Bucchiarone (Eds.), Games and Learning Alliance: Proceedings of the 14th International Conference, GALA 2025 (pp. 85–95). Springer. https://doi.org/10.1007/978-3-032-11043-5_9
Sorrentino, L. (2026). Programming mechanics in commercial games: A multiple case study. In S. Göbel & C. Hoppe (Eds.), Proceedings of the 20th European Conference on Games Based Learning (Vol. 2, pp. 1020–1027). ACPI. https://doi.org/10.34190/ecgbl.20.2.5545
Tsalapatas, H., Heidmann, O., Katsimentes, K., … Jesmin, T., & Terasmaa, J. (2026). Buildasnature: A digital card game for designing nature-based solutions in higher education. EDULEARN26 Proceedings: 18th International Conference on Education and New Learning Technologies, e2408. https://doi.org/10.21125/edulearn.2026.2408
Callaghan, P. (2025). Threat Forge: Using a narrative game to explore future societal challenges. In H. D. I. Sigurdardottir & R. I. Munkvold (Eds.), Proceedings of the 19th European Conference on Games Based Learning (Vol. 2, pp. 957–963). ACPI. https://doi.org/10.34190/ecgbl.19.2.4019
Fiadotau, M., Callaghan, P., Tramonti, M., & Dochshanov, A. (2025). Wicked problems as a frame to teach environmental literacy in a digitally-mediated seminar game. In A. Schönbohm, F. Bellotti, A. Bucchiarone, F. de Rosa, M. Ninaus, A. Wang, V. Wanick, & P. Dondio (Eds.), Games and Learning Alliance: Proceedings of the 13th International Conference, GALA 2024 (pp. 167–176). Springer. https://doi.org/10.1007/978-3-031-78269-5_16
Hazeyama, S., Aibara, M., Shimazaki, K., Takazawa, A., Fiadotau, M., Matsuno, Y., & Furuichi, M. (2025). Evaluating the effects of a serious game jam for disaster education. In J.-C. Hong (Ed.), New Technology in Education and Training: Select Proceedings of The 6th International Conference on Advances in Education and Information Technology (pp. 223–234). Springer. https://doi.org/10.1007/978-981-96-8931-6_20
Jesmin, T., Osula, K., Niglas, K., & Ley, T. (2025). A large-scale study to profile teachers’ use of games in the classrooms: From concerns to adoption. Technology, Knowledge and Learning, 30(1), 483–508. https://doi.org/10.1007/s10758-024-09781-y
Sillaots, M., & Fiadotau, M. (2025). AmendMe: A tabletop game to teach the European parliament’s legislative process. In H. D. I. Sigurdardottir & R. I. Munkvold (Eds.), ECGBL 2025: Proceedings of the 19th European Conference on Games Based Learning (Vol. 2, pp. 760–768). ACPI. https://doi.org/10.34190/ecgbl.19.2.3997
Sorrentino, L. (2025). Modeling language acquisition in commercial off-the-shelf games: A multiple case study. In H. D. I. Sigurdardottir & R. I. Munkvold (Eds.), Proceedings of the 19th European Conference on Games Based Learning (Vol. 2, pp. 809–816). ACPI. https://doi.org/10.34190/ecgbl.19.2.4042
Callaghan, P. (2024). Cyber Rats: A serious game introducing cybersecurity key concepts in a classroom environment. EDULEARN24 Proceedings: 16th International Conference on Education and New Learning Technologies, 6410–6416. https://doi.org/10.21125/edulearn.2024.1509
Callaghan, P. (2024). The ludo-learning matrix: A framework for understanding learning in games. In K. Kilså & R. V. Basaiawmoit (Eds.), Proceedings of the 18th European Conference on Games Based Learning (Vol. 1, pp. 163–170). ACPI. https://doi.org/10.34190/ecgbl.18.1.2650
Callaghan, P., & Fiadotau, M. (2024). Using meaningful choices and uncertainty to increase player agency in a cybersecurity seminar game. In P. Dondio, M. Rocha, A. Brennan, A. Schönbohm, F. de Rosa, A. Koskinen, & F. Bellotti (Eds.), Games and Learning Alliance: Proceedings of the 12th International Conference, GALA 2023 (pp. 23–32). Springer. https://doi.org/10.1007/978-3-031-49065-1_3
Manganello, F., Callaghan, P., Città, G., et al. (2024). SuperCyberKids: Enhancing cybersecurity education in K-12 through digital game-based learning. In G. Casalino, R. Di Fuccio, G. Fulantelli, P. Raviolo, P. C. Rivoltella, D. Taibi, & G. A. Toto (Eds.), 5th International Conference on Higher Education Learning Methodologies and Technologies Online, Revised Selected Papers (pp. 323–334). Springer. https://doi.org/10.1007/978-3-031-67351-1_22
Manganello, F., Earp, J., … Callaghan, P., & Gentile, M. (2024). Shaping the foundation of the SuperCyberKids learning framework: A comprehensive analysis of cybersecurity education initiatives. Frontiers in Education, 9. https://doi.org/10.3389/feduc.2024.1375853
Senka, G., Tramonti, M., Dochshanov, A. M., Jesmin, T., Terasmaa, J., et al. (2024). Using a game to educate about sustainable development. Multimodal Technologies and Interaction, 8(11), 96. https://doi.org/10.3390/mti8110096
Tramonti, M., Dochshanov, A.M., Fiadotau, M., … Callaghan, P., el a.. (2024). Game on for climate action: BIG GAME Delivers engaging STEM learning. Education Sciences, 14(8), 893. https://doi.org/10.3390/educsci14080893
Wirman, H., Bankler, J., Fiadotau, M., et al. (2024). Game Jams and ‘Heavy’ Topics: Navigating anxiety through game creation. Proceedings of DiGRA 2024 Conference: Playgrounds. https://doi.org/10.26503/dl.v2024i1.2217
Callaghan, P. (2023). Introducing resource management into a large-scale cyber security seminar game: A case study. In T. Spil, G. Bruinsma, & L. Collou (Eds.), Proceedings of the 17th European Conference on Games Based Learning (Vol. 1, pp. 774–781). ACPI. https://doi.org/10.34190/ecgbl.17.1.1913
Fizek, S., Fiadotau, M., Wirman, H., & Garda, M. (2023). Teaching environmentally conscious game design: Lessons and challenges. ACM Games: Research and Practice, 1(1), 3:1-3:9. https://doi.org/10.1145/3583058
Sillaots, M., & Fiadotau, M. (2023). Making legislative process understandable: Survey of parliaments’ serious games of European countries. In T. Spil, G. Bruinsma, & L. Collou (Eds.), Proceedings of the 17th European Conference on Games Based Learning (Vol. 1, pp. 583–591). ACPI. https://doi.org/10.34190/ecgbl.17.1.1533
Tsalapatas, H., Heidmann, O., Senka, G., Jesmin, T., Terasmaa, J., et al. (2023). A digital learning game on building awareness and skills towards natural resources management. EDULEARN23 Proceedings: 15th International Conference on Education and New Learning Technologies, 8652–8652. https://doi.org/10.21125/edulearn.2023.1717
Wirman, H., Bankler, J. V., Engström, H., Fiadotau, M., et al. (2023). From ‘doomsday talks’ to ‘excitement at last’: A case study of incorporating sustainability perspectives into formal game education. Proceedings of the Nordic DiGRA Conference 2023, Uppsala, 27–28 April 2023, 1–10.
2018-2022
Caeiro-Rodríguez, M., Manso-Vázquez, M., … Jesmin, T., & Terasmaa, J. (2022). Towards a virtual environment to teach natural resource management based on a virtual city serious game. In A. Gomes, A. J. Mendes, M. Caeiro-Rodríguez, & S. Nolan (Eds.), 2022 International Symposium on Computers in Education (SIIE) (pp. 1–6). IEEE. https://doi.org/10.1109/SIIE56031.2022.9982325
Fiadotau, M. (2022). Small, personal videogames about mental health: An informal survey of Bitsy games. Proceedings of the 17th International Conference on the Foundations of Digital Games, FDG ’22, 1–4. ACM. https://doi.org/10.1145/3555858.3555917
Fiadotau, M., Tramonti, M., Brander, H., & Callaghan, P. (2022). BIG GAME: Balancing player preferences and design considerations in a serious game about environmental issues. In K. Kiili, K. Antti, F. de Rosa, M. Dindar, M. Kickmeier-Rust, & F. Bellotti (Eds.), Games and Learning Alliance: Proceedings of the 11th International Conference, GALA 2022 (pp. 329–334). Springer. https://doi.org/10.1007/978-3-031-22124-8_34
Caeiro-Rodríguez, M., Llamas-Nistal, M., … Jesmin, T., & Terasmaa, J. (2021). A virtual environment to support digital education readiness and creative skills. In A. Balderas, A. J. Mendes, & J. M. Dodero (Eds.), 2021 International Symposium on Computers in Education (SIIE) (pp. 1–4). IEEE. https://doi.org/10.1109/SIIE53363.2021.9583652
Caeiro-Rodríguez, M., Manso-Vázquez, M., … Jesmin, T., Terasmaa, J., et al. (2021). A collaborative city-based game to support soft skills development in engineering and economics. 2021 International Symposium on Computers in Education (SIIE), 1–4. https://doi.org/10.1109/SIIE53363.2021.9583639
Fiadotau, M. (2021). Isolated connectedness: Applying the concept of transinsularity to Japan’s game history. Replaying Japan, 3(1), 33–41. https://doi.org/10.34382/00014533
Paciarotti, C., Bertozzi, G., & Sillaots, M. (2021). A new approach to Gamification in engineering education: The Learner-Designer Approach to Serious Games. European Journal of Engineering Education, 46(6), 1092–1116. https://doi.org/10.1080/03043797.2021.1997922
Santos, J., Jesmin, T., Martis, A., Maunder, M., Cruz, S., Novo, C., Schiff, H., Bessa, P., Costa, R., & Carvalho, C. V. de. (2021). Developing emotional intelligence with a game: The League of Emotions Learners approach. Computers, 10(8), 97. https://doi.org/10.3390/computers10080097
Tsalapatas, H., Niggemann, O., & Jesmin, T. (2021). Serious games to support agile and lean methodologies. In C. Vaz de Carvalho & M. Bauters (Eds.), Technology Supported Active Learning: Student-Centered Approaches (pp. 107–124). Springer. https://doi.org/10.1007/978-981-16-2082-9_7
Tsalapatas, H., Heidmann, O., Katsimentes, C., Panagiotopoulos, S., Taka, C., Carvalho, C. V. de, Jesmin, T., Terasmaa, J., Rodriguez, M. C., & Sørensen, L. T. (2020). A game-based, active learning approach for building 21st century skills in engineering and economics higher education. In L. Gómez Chova, A. López Martínez, & I. Candel Torres (Eds.), EDULEARN20 Proceedings: 12th International Conference on Education and New Learning Technologies (pp. 7116–7123). IATED. https://doi.org/10.21125/edulearn.2020.1833
Caeiro-Rodríguez, M., Carvalho, C. V. de, Terasmaa, J., Tolstrup, L., Jesmin, T., Tsalapatas, H., & Heidmann, O. (2020). Work-in-progress: Soft-skills development for higher education engineering and economic students using HERA collaborative serious games. In A. Cardoso, G. R. Alves, & T. Restivo (Eds.), 2020 IEEE Global Engineering Education Conference (EDUCON) (pp. 14–19). IEEE. https://doi.org/10.1109/EDUCON45650.2020.9125216
Fiadotau, M. (2020). Growing old on Newgrounds: The hopes and quandaries of Flash game preservation. First Monday, 25(8). https://doi.org/10.5210/fm.v25i8.10306
Fiadotau, M., & Sillaots, M. (2020). Comparing ideation techniques for games education: SCAMPER, Gamicards, brainstorming. Proceedings of the 5th International Conference on Game Jams, Hackathons and Game Creation Events, ICGJ ’20, 22–25. ACM. https://doi.org/10.1145/3409456.3409460
Jesmin, T., & Ley, T. (2020). Giving teachers a voice: A study of actual game use in the classroom. Information, 11(1), 55. https://doi.org/10.3390/info11010055
Nieto-Márquez, N., Sillaots, M., & Martínez, A. C. (2020). Assessing impact of self-regulated learning using educational games on intelligent platform. In P. Fotaris (Ed.), Proceedings of the 14th International Conference on Games Based Learning (pp. 408–416). ACPI.
Sillaots, M., Fiadotau, M., Söthe-Garnier, R., et al. (2020). Methodyca: A digital game to teach research methods. Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, NordiCHI ’20, 1–4. https://doi.org/10.1145/3419249.3420062
Sillaots, M., Jesmin, T., Fiadotau, M., & Khulbe, M. (2020). Gamifying classroom presentations: Evaluating the effects on engagement across demographic factors. In P. Fotaris (Ed.), ECGBL 2020: Proceedings of the 14th International Conference on Games Based Learning (p. 537−546). ACPI.
Fiadotau, M. (2019). Dezaemon, RPG Maker, NScripter: Exploring and classifying game ‘produsage’ in 1990s Japan. Journal of Gaming & Virtual Worlds, 11(3), 215–230. https://doi.org/10.1386/jgvw.11.3.215_1
Fiadotau, M. (2019). Indie and dōjin games: A multilayered cross-cultural comparison. Gamevironments, 10, 39–84. http://nbn-resolving.de/urn:nbn:de:gbv:46-00107541-19
Fiadotau, M. (2018). Indie Game. In N. Lee (Ed.), Encyclopedia of Computer Graphics and Games (pp. 1–4). Springer. https://doi.org/10.1007/978-3-319-08234-9_188-1
Jesmin, T., & Rinde, A. (2018). Teachers’ practices of using games in school: The case of Estonia. In M. Ciussi (Ed.), ECGBL 2018: Proceedings of The 12th European Conference on Games Based Learning (pp. 266–273). ACPI.
Sillaots, M., & Fiadotau, M. (2018). Using project-based learning to teach learning game design: The example of LIFE project. In M. Ciussi (Ed.), Proceedings of the 12th European Conference on Game-Based Learning (pp. 590–599). ACPI.
2013-2017
Fiadotau, M. (2017). Phenomenological hermeneutics as a bridge between video games and religio-aesthetics. In V. Šisler, K. Radde-Antweiler, & X. Zeiler (Eds.), Methods for Studying Video Games and Religion (pp. 71–84). Routledge. https://doi.org/10.4324/9781315518336-7
Fiadotau, M. (2016). Game engine conventions and games that challenge them: Subverting conventions as metacommentary. Replay: The Polish Journal of Game Studies, 3(1), 47–65. https://doi.org/10.18778/2391-8551.03.03
Jesmin, T., & Ley, T. (2016). Investigating teachers’ practices of using games in school: A pattern-based approach. Proceedings of the 12th International Symposium on Open Collaboration, OpenSym’16, 1–4. ACM. https://doi.org/10.1145/2957792.2957805
Sillaots, M. (2016). Survey for mapping game elements. In T. Connolly & L. Boyle (Eds.), ECGBL 2016: Proceedings of The 10th European Conference on Games Based Learning (pp. 617–626). ACPI.
Sillaots, M., & Jesmin, T. (2016). Multiple regression analysis: Refinement of the model of flow. In T. Connolly & E. Boyle (Eds.), Proceedings of The 10th European Conference on Games Based Learning (pp. 606–616). ACPI.
Fiadotau, M. (2015). Paratext and meaning-making in indie games. Journal of Comparative Research in Anthropology and Sociology, 6(1), 85–97.
Sillaots, M. (2015). Gamification of higher education by the example of computer games course. In S. White & M. Marquand (Eds.), The Seventh International Conference on Mobile, Hybrid, and On-line Learning (eLmL) (pp. 62–69). IARIA.
Sillaots, M. (2014). Achieving flow through gamification: A study on re-designing research methods courses. In C. Busch (Ed.), Proceedings of the 8th European Conference on Games Based Learning (Vol. 2, pp. 538–545). ACPI.
Sillaots, M. (2014). Achieving flow through gamification in the course of computer games. In R. Orngreen & K. Tweddell Levinsen (Eds.), Proceedings of the 13th European Conference on e‐Learning (pp. 470–477). ACPI.
Sillaots, M. (2014). Gamification of higher education by the example of course of research methods. In E. Popescu, R. W. H. Lau, K. Pata, H. Leung, & M. Laanpere (Eds.), Advances in Web-Based Learning – ICWL 2014 (Vol. 8613, pp. 106–115). Springer. https://doi.org/10.1007/978-3-319-09635-3_11
Tsalapatas, H., Heidmann, O., Alimisi, R., Tsalapatas, S., Kourias, S., Sillaots, M., Hourmat, B., Tramonti, M., Oie, S., & Houstis, E. (2014). Serious game design for vehicular language learning addressing work needs. In A. De Gloria (Ed.), Games and Learning Alliance: Second International Conference, GALA 2013 (Vol. 8605, pp. 383–389). Springer. https://doi.org/10.1007/978-3-319-12157-4_33
Sillaots, M., & Maadvere, I. (2013). Students designing educational games. EAI Endorsed Transactions on Serious Games, 13(1), e7. https://doi.org/10.4108/trans.gbl.01-06.2013.e7