2020-2021 Upcoming Accessibility and UI/UX Conferences

Last updated: February 12, 2020

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Conference Information Resources

Scheduled Conferences

Multiple dates, 2020

  • Gordon Research Conferences
    Location: various locations in the world (926 total biological, chemical, and physical scientific meetings throughout the year)

January 2020

February 2020

March 2020

April 2020

May 2020

June 2020

Jul 2020

August 2020

September 2020

October 2020

November 2020

  • November TBD, 2020
    DCUX 2020
    Location: Washington Marriott at Metro Center, Washington, DC
  • November 11–13, 2020
    Australian Assistive Technology Conference (AATC20) The Australian Rehabilitation and Assistive Technology Association (ARATA) is a member of the Alliance of Assistive Technology Professional Organisations with sister organisations Japan, Korea, Taiwan, Europe, America and Australia. The aim of this agreement is to foster cooperation between these organisations and their members. ARATA is also a member of the Coalition on Rehabilitation Engineering & Assistive Technology in Asia, aiming to facilitate the advancement of Rehabilitation (RE) and Assistive Technologies (AT) and promote the adoption of these technologies by the people of Asia. Fellow signatories include AT and RE services in Australia, New Zealand, Japan, China, Hong Kong, Singapore, South Korea, Taiwan, and Thailand.
    Location: Adelaide Convention Centre, Adelaide, Australia
  • November 16–20, 2020
    Association on Higher Education and Disability (AHEAD): Accessing Higher Ground
    Location: Sheraton Denver Downtown Hotel, Denver, Colorado
  • November 19–20, 2020
    Assistive Technology Conference of New England (ATCNE) 2020
    Location: TBD

December 2020

March 2021

September 2021

Games for Health Journal Call for Papers

Last updated: February 7, 2020

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Games for Health Journal

Image of a cover of the Games for Health Journal, Volume 8, Issue 2 - 2019

Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare.

Special Issue on Supporting Disease Prevention and Lifestyle Changes through Gaming

Guest Editors:

Assoc. Professor Nilufar Baghaei
Otago Polytechnic Auckland International Campus (OPAIC), Unitec Institute of Technology
Professor Ralph Maddison
Institute for Physical Activity and Nutrition, Deakin University
National Institute for Health Innovation, University of Auckland
Dr Samantha Marsh
Institute for Physical Activity and Nutrition, University of Auckland 

Modifiable lifestyle risk factors (unhealthy diet, physical inactivity, and tobacco use) are important drivers of many non-communicable diseases (NCDs), which represent a major cause of death and disability worldwide. It has been projected by the World Health Organization that, by 2030, three-quarters of all deaths worldwide will be due to NCDs. Further, it has been estimated that if the risk factors were eliminated, at least 80% of all heart disease, stroke, and type 2 diabetes and over 40% of cancer would be prevented.

Traditional models of healthcare delivery—such as receiving health-related education from nurses, dietitians, and health psychologists—can often be resource intensive and expensive, and has limited reach. Recent research highlights the potential of serious games for motivating and promoting knowledge and lifestyle changes. Serious games (a.k.a. applied games) are designed for a primary purpose other than pure entertainment. Given their ubiquitous use, smartphones and tablet computers in particular offer unprecedented opportunity to support people to make lifestyle change, regardless of their physical location. Such games can provide engaging interactive health education modules, help keep track of progress, and provide feedback on users’ eating and drinking habits and/or physical activities, thus helping people to achieve long-term lifestyle changes through sustained interaction.

The goal of this special issue is to provide an opportunity for health and technology researchers to submit their contribution on the design, implementation, and evaluation of novel games for intervention, support, and persuasion of people to manage their weight and improve their lifestyle. We are interested in theoretically, empirically, and/or methodologically oriented contributions including but not limited to:

  • Games for encouraging and persuading people to consume more fruits and vegetable, get enough sleep, drink more water, and/or exercise more
  • Games for discouraging smoking and binge drinking
  • Games for enhancing health literacy in specific age groups (children, young adults, or senior citizens)
  • Games for improving health-related self-efficacy, which could in turn enable users to become more competent in changing their lifestyle
  • Games focusing on health-related education
  • Games incorporating mobile technologies, internet of things, social media, augmented/virtual/mixed reality
  • Evaluation studies showing the effectiveness of a proposed game
  • Systematic review of the literature showing current technologies, their effectiveness, and future trends

The deadline for manuscript submission is August 15, 2019. Please submit your papers online to the web-based manuscript submission and peer-review system.

For manuscript submission guidelines and further information about the Journal, please visit the Games for Health Journal website. We look forward to receiving your manuscripts and to your active participation in the Journal!

Questions?
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*When submitting, please include the following acronym: DPLC (standing for Disease Prevention and Lifestyle Changes) at the beginning of the title of your manuscript.

Learn More about this journal