International Congress · Çanakkale

Gamification &
Intelligent Learning

16-17 October 2026 • Hybrid Event • Free Participation

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Invitation from the Chair

Dear Colleagues,

On behalf of the Organizing Committee, it is my great pleasure to invite you to participate in the International Congress on Gamification, Serious Games and Intelligent Learning Systems (GSGILS 2026), which will be held in Çanakkale, Türkiye.

In an era where digital transformation is reshaping education and professional training, the role of gamification, serious games, and intelligent learning systems has become increasingly significant. GSGILS 2026 aims to bring together researchers, educators, and industry professionals from diverse disciplines to share innovative ideas, present cutting-edge research, and explore future directions in game-based and interactive learning environments.

We particularly welcome original research contributions that advance theoretical, methodological, and applied aspects of gamification and serious games across education, healthcare, engineering, and social domains. The congress will provide a dynamic and inclusive platform for academic exchange, interdisciplinary collaboration, and knowledge dissemination.

As part of the DILDENT project, the congress will also feature a dedicated special track focusing on digital interactive learning in dental education, further strengthening the bridge between healthcare training and emerging technologies.

Participation in the congress is free of charge, and all accepted papers will be included in the official congress proceedings. We believe this open and accessible model will encourage broad international engagement and foster meaningful academic dialogue.

I warmly invite you to submit your work and join us in Çanakkale for this exciting and forward-looking event. We look forward to your valuable contributions.

Sincerely,

Prof. Dr. İlgi Tosun

Chair of the Organizing Committee
GSGILS 2026

About GSGILS 2026

The objective of GSGILS 2026 is to provide an international forum for the dissemination and exchange of scientific information on theoretical, technical, and applied areas of serious games and gamification.

These objectives are achieved through a diverse program including themed conferences, paper sessions, company presentations, workshops, and panels. This congress brings together a significant blend of industrial and academic professionals.

Hybrid Format

Join on-site or online.

Proceedings

Work is underway for international publishing organizations (Journals and Books).

Congress Poster

GSGILS 2026 Congress Poster
Download Poster

Congress Tracks

Explore our diverse academic and industry tracks.

Gamification and Game-Based Learning

Explore methodologies and empirical studies integrating game mechanics into educational contexts to enhance student engagement and learning outcomes.

Serious Games Design and Development

Discuss innovative frameworks, narrative structures, and technical methodologies for the creation of purpose-driven digital games.

AI-Driven and Intelligent Game Systems

Examine the application of artificial intelligence, machine learning, and adaptive algorithms to create responsive and personalized learning environments.

Simulation Games and Immersive Environments

Investigate the role of virtual reality (VR), augmented reality (AR), and advanced simulations in facilitating experiential learning and skill acquisition.

Games in Healthcare and Professional Training

Highlight research on the efficacy of serious games in medical education, therapeutic interventions, and continuous professional development.

Games for Engineering and Technical Education

Present case studies and technological advancements leveraging interactive simulations for STEM education and complex technical training.

Games for Social Impact and Behavioral Change

Analyze the potential of game-based interventions to foster social awareness, civic engagement, and positive behavioral modifications.

Games in Culture, Tourism and Digital Heritage

Explore interactive applications designed for cultural preservation, historical education, and the enhancement of digital tourism experiences.

DILDENT Special Track (Dental Education)

Digital interactive learning, clinical training simulations, and standardized treatment protocols in modern dental education.

Demo, Exhibition & Industry Showcase

Interactive exhibitions of serious games, educational technologies, and industry-academic collaborations.

Invited Speakers

Learn from leading experts in gamification and intelligent learning systems.

Prof. Dr. Corrado Paganelli

Prof. Dr. Corrado Paganelli

Invited Speaker

Universita Degli Studi Di Brescia

Prof. Dr. Kürşat Çağıltay

Prof. Dr. Kürşat Çağıltay

Invited Speaker

TED University

Prof. Dr. Yavuz Samur

Prof. Dr. Yavuz Samur

Invited Speaker

Bahçeşehir University

Doç. Dr. Kökten Ulaş Birant

Doç. Dr. Kökten Ulaş Birant

Invited Speaker

Dokuz Eylül University

Doç. Dr. Özden Şahin İzmirli

Doç. Dr. Özden Şahin İzmirli

Invited Speaker

Çanakkale Onsekiz Mart University

Dr. Öğr. Üyesi Afra Çalık Kuş

Dr. Öğr. Üyesi Afra Çalık Kuş

Serious Game Designer & Academician

Süleyman Demirel Üniversitesi

Industry Panels & Exhibition

Bridging the gap between academic research and the gaming industry.

Industry Panels & Special Sessions

Engage with leading game developers and industry representatives. These special sessions feature discussions on the latest trends, market needs, and the future of educational gaming technologies.

  • Expert roundtables with studio heads
  • Interactive Q&A sessions
  • Career and networking opportunities

Serious Games Exhibition

A dedicated exhibition area where gaming companies and developers can present their latest educational games, simulations, and interactive learning products directly to participants.

  • Live product demonstrations
  • Hands-on gameplay experience
  • B2B and B2C interactions

Wefi PlayZone - Stand Participation Application

Hello! As Wefi Games, this year we are transforming the congress area from static stands into a living adventure map where participants turn into active players: Wefi PlayZone!

Space will be allocated to only 20 companies in this area. The congress management will provide 1 Table, 2 Chairs, and Electrical Infrastructure to each station. If you are ready, let's start the adventure!

Apply for Wefi PlayZone

Participating Companies

Organizing Institutions

The institutions that made this congress possible.

Çanakkale Onsekiz Mart University

Organizer

Çanakkale Onsekiz Mart University

Zonguldak Bülent Ecevit University

Supporter

Zonguldak Bülent Ecevit University

Universita Degli Studi Di Brescia

Supporter

Universita Degli Studi Di Brescia

Universita Degli Studi Di Palermo

Supporter

Universita Degli Studi Di Palermo

Universitat De Valencia

Supporter

Universitat De Valencia

Mellis Educational Technologies

Supporter

Mellis Educational Technologies

Organization

Meet the teams behind the congress.

Onursal Başkanlar

  • Prof. Dr. Ramazan Cüneyt Erenoğlu Rector of Çanakkale Onsekiz Mart University
  • Prof. Dr. İsmail Hakkı ÖZÖLÇER Rector of Zonguldak Bülent Ecevit University
  • Prof. Dr. Francesco Castelli Rector of Universita Degli Studi Di Brescia
  • Prof. Massimo Midiri Rector of Università degli Studi di Palermo
  • Elif Anda Director of Mellis Educational Technologies

Düzenleme Kurulu

  • Prof. Dr. İlgi Tosun Çanakkale Onsekiz Mart University
  • Prof. Dr. Emre Bodrumlu Zonguldak Bülent Ecevit University
  • Prof. Dr. EBRU BODRUMLU Zonguldak Bülent Ecevit University
  • Dr. Cumali YAŞAR Çanakkale Onsekiz Mart University
  • Dr. Tülay Dargut Güler Çanakkale Onsekiz Mart University
  • Dr. Merve ERDOĞAN Çanakkale Onsekiz Mart University
  • NIGLIACCIO SALVATORE
  • ELIF ANDA Mellis Educational Technologies
  • CANER ANDA Mellis Educational Technologies
  • Prof. Dr. PAGANELLI CORRADO Universita Degli Studi Di Brescia
  • Ercan Altuğ YILMAZ Gamification Master, Gamfed Türkiye Kurucusu
  • Dr. Öğr. Üyesi Afra Çalık Kuş Süleyman Demirel Üniversitesi

Bilim Kurulu

  • Prof. Dr. İlgi Tosun Çanakkale Onsekiz Mart University
  • Prof. Dr. Emre Bodrumlu Zonguldak Bülent Ecevit University
  • Prof. Dr. Corrado Paganelli Universita Degli Studi Di Brescia
  • Prof. Dr. Scardina Giuseppe Alessandro Universita Degli Studi Di Palermo
  • Prof. Dr. Leopoldo Forner Navarro Universitat De Valencia
  • Doç. Dr. Yusuf Ali Altuncu Ege University
  • Dr. Öğr. Üyesi Hüsnü Çağlar Doğru Çanakkale Onsekiz Mart University
  • Dr. María Melo Universitat De Valencia
  • Dr. Carmen Llena Universitat De Valencia
  • Dr. José Luis Sanz Universitat De Valencia
  • Elif Anda Mellis Educational Technologies

Call for Papers

We invite original, high-quality submissions that address theoretical, technical, and applied aspects of the following congress tracks:

Important Dates

We would like to kindly remind our prospective authors that abstract submissions will be accepted until September 15, 2026. Following the congress, full text manuscripts can be submitted until November 20, 2026 for inclusion in the proceedings.

Submit Your Paper via OpenConf

Publication Opportunities

Discover the publication options for your congress contributions.

GSGILS 2026 aims to support the academic visibility of the scientific works presented at the congress through different publication formats. Depending on the authors’ preferences and the academic quality of the submitted work, congress contributions may be considered for publication as abstract papers, full papers, book chapters, or, where appropriate, as substantially extended manuscripts submitted independently to an academic journal.

The publication opportunities listed below will be subject to the relevant academic review procedures, formatting requirements, ethical publishing principles, and editorial evaluation processes.

1. Congress Full Paper Proceedings Book

Papers presented at GSGILS 2026 may be developed into full papers and considered for publication in the Congress Full Paper Proceedings Book.

Full papers are expected to present a clear research purpose, theoretical background, methodology, findings, discussion, and conclusion. Authors should ensure that their manuscripts comply with academic writing standards, research ethics, and plagiarism prevention principles.

The full papers to be included in the proceedings book will be reviewed in accordance with the publication principles and formatting requirements of GSGILS 2026. The submission deadline, manuscript template, and technical details for the full paper proceedings book will be announced separately.

2. Congress Abstract Book

Accepted and presented abstracts at GSGILS 2026 will be considered for publication in the Congress Abstract Book.

The abstract book aims to present the scientific scope, research themes, and main contributions of the works presented during the congress. Abstracts should clearly indicate the aim of the study, methodology, main findings, and expected contribution.

The Congress Abstract Book will be prepared as one of the official academic outputs of GSGILS 2026. The publication of abstracts will be subject to the congress review process and formal compliance checks.

3. Edited Book with Chapter Contributions

Following GSGILS 2026, selected and thematically relevant works may be further developed and considered for publication as chapters in an edited academic book.

This publication opportunity may include original studies related to the main themes of the congress, including gamification, serious games, game-based learning, simulation-based learning, immersive learning environments, artificial intelligence-supported learning systems, digital learning in healthcare, engineering education, social impact, culture, tourism, and digital heritage.

Book chapters are expected to go beyond a simple extension of the congress abstract. They should demonstrate theoretical depth, methodological clarity, academic contribution, and practical relevance.

Further details regarding the publisher, editorial process, chapter length, submission deadline, formatting requirements, and review principles will be announced separately.

4. Independent Journal Submission Opportunity to the International Journal of Serious Games

Some works presented at GSGILS 2026 may be substantially extended by their authors after the congress and developed into full journal articles. For studies directly related to serious games, gamification, game-based learning, simulation-based learning, immersive learning environments, and intelligent learning systems, the International Journal of Serious Games may be considered as a suitable independent journal submission option.

Journal website: https://journal.seriousgamessociety.org/index.php/IJSG

The International Journal of Serious Games is an international peer-reviewed academic journal focusing on the field of serious games. The journal is indexed and abstracted in several academic databases and resources, including Scopus, ESCI / Web of Science Core Collection, DBLP, DOAJ, EBSCO databases, Google Scholar, and J-Gate.

The journal is free for both readers and authors. No article processing charge or submission fee is required.

However, there is no special issue, thematic issue, official publication partnership, priority review process, or automatic publication pathway between GSGILS 2026 and the International Journal of Serious Games.

Acceptance or presentation of a paper at GSGILS 2026 does not imply acceptance or publication in the International Journal of Serious Games. Any manuscript submitted to the journal will be evaluated as an individual regular submission according to the journal’s own publication policies, editorial principles, and independent peer-review process.

If a manuscript is derived from a congress abstract or conference contribution, authors are expected to clearly state this in the accompanying submission letter and explain in detail the substantial scientific advancement introduced in the new full journal article. Such advancement may include new theoretical contributions, improved methodology, additional data, new analyses, a more comprehensive discussion, or a stronger contribution to the field.

This publication opportunity is announced to encourage authors of high-quality GSGILS 2026 contributions to further develop their work in accordance with international academic publishing standards. All editorial decisions remain solely under the independent evaluation processes of the relevant journal.

Çanakkale Congress Venue

The Venue

Çanakkale, Türkiye

Experience the beautiful strait of Dardanelles where Europe meets Asia. The city offers a memorable setting for scholarly exchange with strong cultural resonance.

  • Well connected by air and road
  • Premium accommodation nearby
  • Rich historical heritage

About the DILDENT Project

This congress is organized within the scope of the DILDENT Project.

DILDENT (Digital Interactive Learning for Dental Education) is an innovative initiative aimed at enhancing dental education through harmonized treatment protocols and interactive digital learning tools. By bringing together universities, educators, and students, DILDENT seeks to modernize and standardize dental training across Europe.

Erasmus+ 2024-1-TR01-KA220-HED-000248462 Developing Dental Treatment Protocol Practice Skills of Dentistry Undergraduates through Digital interactive Education
Learn More about DILDENT