EAGLES 2014 - Engineering Automated Games for Learning and Serious Productivity
EAGLES 2014 - Engineering Automated Games for Learning and Serious Productivity

Many aspects of creating, testing and verifying software require huge amounts of manual effort to create models and test cases. This work can be tedious at times, and also difficult to learn and to supervise. Serious games have the potential to make these tasks more interesting and engaging. The process of turning a task or learning activity into a game acts to clarify and regularize the work, making it easier for people to learn and perform the task.

EAGLES 2014 will take place on May 31, 2014 in Hyderabad India in conjunction with ICSE 2014, the 36th international Conference on Software Engineering, May 31 - June 7, 2014.


Titles and abstracts due

January 24, 2014
Complete papers (4 pages) and tool demos (2 pages) due      January 31, 2014 
Notification to authors February 24, 2014
Camera-ready copies or papers and tool demos due March 14, 2014
Workshop date      May 31, 2014


The goals of EAGLES 2014 are to:

  • Bring together a new community of software engineers with interest in the field.
  • Understand how games can contribute to making tedious and error-prone tasks more interesting and accurate
  • Involve educators in the field to use games to introduce advanced topics in their teaching in an engaging way
  • Develop an understanding of the specific problems faced by computer game creators that overlap with existing software engineering research.
  • Generate a new research agenda, identify topics of interest for this community, and how future workshops may explore these topics.

Topics for the workshop

Topics considered at the EAGLES 2014 workshop include the following. The term 'games' is used broadly, involving use of games, game-like reward systems, and game-like modes of user interface interaction.

Games to assist with aspects of software engineering processes:

  • Games for software testing, including creation of test cases, analysis of test results, test case prioritization, bug report assignment
  • Games for any aspect of the software engineering life cycle (requirements analysis, code refactoring, software design and architecture analysis)
  • Games for creation of software annotations, such as assertions, taints, loop invariants, etc.
  • Games for analysis of software tool outputs (e.g., false positive assessment for tool warnings)
  • Games for requirements elicitation, such as games for stakeholders to describe software capabilities
  • Games for collection and analysis of software metrics
  • Crowd-sourcing of software engineering tasks using games

Games for teaching software engineering topics:

  • Games for teaching software engineering processes or development
  • Design of educational software engineering competitions, challenges and successes
  • Use of game-like techniques in scaling instruction, grading (e.g., large lecture, massive online courses, massively empowered classrooms, etc)

Software engineering techniques in the construction and analysis of games:

  • Design patterns for the analysis of games
  • Architectural styles and design patterns in the creation of game engines and game software
  • Techniques for testing games, including automated testing techniques
  • Reuse in the construction of games
  • Formalizing game design and creation
  • Modeling games
  • Creativity support
  • Challenges and experience reports in outsourcing aspects of game development


We solicit contributions of two types:

  • Research papers up to four pages that describe original work in the area of serious game programming. Since we wish to create a vibrant significant community, we will not have official proceedings thus accepted authors will be able to submit their work to other venues.
  • Tool demonstrations with extended abstracts up to two pages on in-practice experience.

Set up your paper in the ACM SIGPLAN Proceedings format. Submit your paper in Adobe PDF via EasyChair. Authors of accepted papers will be invited to publish their work in the ACM DL proceedings.

Workshop Format

The workshop will be highly interactive and focused on the sharing of ideas and on progressing towards a shared vision of research goals. Included in the program will be paper presentations, open discussions, at least one panel discussion, tool demonstrations, and a keynote talk.



Judith Bishop, Microsoft Research, USA
Jim Whitehead, University of California at Santa Cruz, USA

Program Committee

Navid Ahmadi, University of Lugano, Switzerland
Kay Berkling, DHBW Karlsruhe, Germany
Nuno Correia, New University of Lisbon, Portugal
Micheal Ernst, University of Washington, USA
Scott Grant, Queen's University, Canada
Letizia Jaccheri, Norwegian University of Science and Technology, Norway
Amey Karkare, Indian Institute of Technology, Kanpur, India
Sunghun Kim, Hong Kong University of Science and Technology, Hong Kong
Rainer Malaka, University of Bremen, Germany
Armando Solar-Lezama, Massachusetts Institute of Technology, USA
Nikolai Tillmann, Microsoft Research, USA
Tao Xie, University of Illinois at Urbana-Champaign, USA