Alex Blanco (FUB) participated in the Immersive Learning Research Network 2020 (ILRN2020) VR conference, presenting the conference paper titled “A literature review of e-government services with gamification elements” elaborated during the CO3 project the first year as preliminary work for contributing in the gamification strategies.
The IRLN2020 was first announced as a traditional conference physically allocated in California, USA, but after the situation of COVID19 that many countries closed their borders, the organizers decided to transform the event in a VR conference conducted in a virtual reality world in collaboration with Virbela, a cutting edge VR company.
The 6th International Conference of the Immersive Learning Research Network (iLRN 2020) will be an innovative and interactive virtual gathering for a burgeoning global network of researchers and practitioners collaborating to develop the scientific, technical, and applied potential of immersive learning. It is the premier scholarly event focusing on advances in the use of virtual reality (VR), augmented reality (AR), mixed reality (MR), and other extended reality (XR) technologies to support learners and learning will now be held fully online using a number of VR and other collaboration platforms/tools. The program included many different sessions and events in parallel, something that it might be difficult to organize in a physical world.
The paper was presented to a community of experts in the one-hour third session of Games and Gamification, where the advances in the investigation and technologies in the field of gamification were discussed.
The paper received constructive feedback from different experts of the audience, indicating which points should be further examined and also received questions of why the lines that we proposed. If you want to access the publication, it is included in the conference proceedings at the conference page. New links indexed into the IEEE Xplore will be provided once its available.
The different participants were able to talk by proximity to the same as in real life by moving its avatar. Using VR control, you were able to move the avatar’s arms and the head as you do physically, so the interaction level was maximum. During the event, Alex Blanco assisted in different sessions and workshops where other experts in the field of gamification, presented the current advances in the field.