Publications

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