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Description
This book constitutes the refereed proceedings of the 15th International Conference on Games and Learning Alliance, GALA 2026, held in L'Aquila, Italy, during November 17-20, 2026.
The 32 full papers included in this book were carefully reviewed and selected from 79 submissions. They were organized in topical sections as follows: Foundation, Frameworks and Taxonomies; Emotion, Motivation and Engagement; Games for Society: Civic, Environmental, Health and Professional Domains; Cognition, Problem Solving and Self-Regulation; AI, Learning Analytics and Adaptive Games; Game-Based Learning for STEM and Classroom Practice.
.- Foundation, Frameworks and Taxonomies
.- Serious or Not? The Convergence of Serious and Consumer Game Design and the Case for a New Taxonomy.
.- When Points Become a Problem: Cognitive Ethics of Gamification in Educational and Serious Game Design.
.- Investigating Consensus Representations in Serious Games: A Semantic and Structural Comparison Method for Studying Models in the Literature.
.- Philosophy of Play Teleological Proportionality in Serious Games.
.- Designing for Meaningful Momentary Engagement: The Intrinsic Integration Design Framework for Game-Based Learning.
.- The evolution of serious games research: a bibliometric analysis of the International Journal of Serious Games (2014-2025).
.- Emotion, Motivation and Engagement
.- Beyond Fun: Negative Emotions in a Persuasive Ecogame Predict Pro-Environmental Attitudes and Behaviour.
.- Social Gamification in Education: Do Emotional Responses Mediate Cognitive Outcomes?.
.- Effects of Graph Stimuli and Feedback on Epistemic Emotions, Motivational Conflict, and Graph-Reading Literacy during Game-based Learning.
.- From Gameplay to Personal Growth: Exploring the Role of Player and Game Characteristics.
.- Avatar Beats Leaderboard: How Gamification Design Bundles Differentially Satisfy and Frustrate Basic Psychological Needs in Industrial B2B Configurators.
.- Motivational Aspects of Hints in Capture-The-Flag (CTF) Learning Environment.
.- Games for Society: Civic, Environmental, Health and Professional Domains
.- Recognizing Threats & Defending Democracy: A Game-Based Intervention for Disinformation and Threat Recognition in the Civics Classroom.
.- A Framework for Analytical Learning in Flood Mitigation Using Serious Games.
.- Designing Competitive and Cooperative Co-play Mechanics for Children's Nutrition Learning: Insights from a Serious Game Study.
.- A Gamified VR Escape Room for VR Privacy Awareness Education.
.- Open Badge Ecosystem for Video Game Development and Education: Results from a Pilot Study.
.- Towards Design Principles for Ontology-Based Serious Games: Supporting Collaborative Value Network Design.
.- Cognition, Problem Solving and Self-Regulation
.- Problem-Solving Profiles in the Puzzle Game Baba Is You: Limited Evidence for Onboarding Effects.
.- How successful are groups at planning together relative to individuals? A study with the serious game Tik Tik.
.- Structured Onboarding for Autonomous Task Engagement in Gamified Child Assessment.
.- Where You Struggle Matters: Context-Specific Self-Regulated Learning Behaviors during Game-Based Learning Predict Learning Outcomes.
.- AI, Learning Analytics and Adaptive Games
.- Designing for Breakdown: Failure Modes in AI-Mediated Implicit Game-Based Learning.
.- Discovering Behavioral Dimensions in Educational Quiz Game Using Interaction Logs.
.- Simulating Stakeholder Dynamics in MLOps: An LLM-Agent-Based Serious Game for Collaborative Learning.
.- Beyond one-size-fits-all: a systematic literature review of adaptive gamification strategies and frameworks in the age of AI.
.- Game-Based Learning for STEM and Classroom Practice
.- From Misconceptions to Playable Conflicts: Designing Physics-Integrated Serious Game Mechanics for Conceptual Change.
.- HEPscape!: Designing a Scalable Educational Escape Room for Particle Physics.
.- Supporting Dyslexic Learners in Computational Thinking Through a Serious Game with Text-to-Speech.
.- Soft Competition in Tangible Game-Based Learning for Primary Computing Education.
.- Musical Serious Games: A Systematic Mapping of Pedagogical and Game Design Foundations.
.- To Play or Not to Play: Teachers' Perceptions, Drivers, and Barriers to Game-Based Learning in STEM Education.



