Gamification &
Intelligent Learning
16-17 October 2026 • Hybrid Event • Free Participation
Time until the event
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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 CommitteeGSGILS 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
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
Invited Speaker
Universita Degli Studi Di Brescia
Prof. Dr. Kürşat Çağıltay
Invited Speaker
TED University
Prof. Dr. Yavuz Samur
Invited Speaker
Bahçeşehir University
Doç. Dr. Kökten Ulaş Birant
Invited Speaker
Dokuz Eylül University
Doç. Dr. Özden Şahin İzmirli
Invited Speaker
Çanakkale Onsekiz Mart University
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 PlayZoneOrganizing Institutions
The institutions that made this congress possible.
Organizer
Çanakkale Onsekiz Mart University
Supporter
Zonguldak Bülent Ecevit University
Supporter
Universita Degli Studi Di Brescia
Supporter
Universita Degli Studi Di Palermo
Supporter
Universitat De Valencia
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.
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.
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
Çanakkale Gallery
Discover the beauty of Çanakkale.
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.








