Aug 102020
 

Meaningful Play 2021 Conference Overview
Whether designed to entertain or to achieve more “serious” purposes, games, virtual reality, augmented reality, and mixed reality have the potential to impact players’ beliefs, knowledge, attitudes, emotions, cognitive abilities, physical and mental health, and behavior.

Meaningful Play 2021 is a conference about theory, research, and game design innovations, principles and practices. Meaningful Play brings scholars and industry professionals together to understand and improve upon games to entertain, inform, educate, and persuade in meaningful ways.

The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry discussions), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.

Conference Audience and Themes
The conference is primarily for:
industry and academic game researchers
industry and academic game designers and developers
game educators
students
government and NGOs interested in games

The three primary themes of the conference are:
exploring meaningful applications of games
issues in designing meaningful play
learning, education & games
The first theme includes an examination of games (of all types) from primarily an academic research perspective.

The second theme focuses on much more practical knowledge from the front-line of actual design, development, and use of games, virtual reality, augmented reality, and mixed reality experiences for meaningful purposes.

The third theme is focuses the use of games for learning and education, as well as the teaching of game making and game studies within academia.

+infos(oficial): https://meaningfulplay.msu.edu/index.php

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Aug 102020
 

The WorldCist’21 – 9th World Conference on Information Systems and Technologies, to be held in Terceira Island, Azores, Portugal, 30-31 March to 1-2 April 2021, is a global forum for researchers and practitioners to present and discuss the most recent innovations, trends, results, experiences and concerns in the several perspectives of Information Systems and Technologies.
We are pleased to invite you to submit your papers to WorldCist’21. All submissions will be reviewed on the basis of relevance, originality, importance and clarity.

Themes
Submitted papers should be related with one or more of the main themes proposed for the Conference:
A) Information and Knowledge Management (IKM);
B) Organizational Models and Information Systems (OMIS);
C) Software and Systems Modeling (SSM);
D) Software Systems, Architectures, Applications and Tools (SSAAT);
E) Multimedia Systems and Applications (MSA);
F) Computer Networks, Mobility and Pervasive Systems (CNMPS);
G) Intelligent and Decision Support Systems (IDSS);
H) Big Data Analytics and Applications (BDAA);
I) Human-Computer Interaction (HCI);
J) Ethics, Computers and Security (ECS)
K) Health Informatics (HIS);
L) Information Technologies in Education (ITE);
M) Technologies for Biomedical Applications (TBA)
N) Information Technologies in Radiocommunications (ITR);

+infos(oficial): http://www.worldcist.org/index.php

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Jul 192020
 

Arts & Design Track
Submission deadline is July 31st, 2020 for papers and August 15th, 2020 for design cases.
The Arts & Design track focuses on receiving research papers related to the design, production, expression, and enjoyment of digital games in the form of papers, posters, and design cases.

Computing Track
Submission deadline is July 31st, 2020.
We invite contributions on all aspects of Computing for Games and Digital Entertainment. Contributions can be submited in the format of papers and posters.

Culture Track
Submission deadline is July 31 st, 2020.
The Culture track addresses digital games on their most varied platforms. We also strongly encourage the submission of research that focuses on “analog” games – card games, board games, table RPGs, escape rooms, and live-action – as well as those which we identify as “mixed” (alternative, augmented, locative games, etc.).

Education Track
Submission deadline is July 31st, 2020.
You are invited to submit works for the SBGames 2020 Education track on the following topics: Literacy and literacy with games; Learning based on digital games; Evaluation of educational games; e-Sports and education; Games and distance education (or eLearning); Games and learning; Games and evaluation; Games in education; Gamification in education; Pedagogical principles of digital games; Design and development of digital games for education; Serious games.

Health Track
Submission deadline is July 31st, 2020.
The Health track is plural and consecrated for exchanges about game research and development, aiming to bring together researchers, developers, and those interested in the interface between games and health concerning its various dimensions, such as physiological, psychological, social, philosophical, collective, and ethical. Both digital and analog games are considered within the scope of this track.

Industry Track
Submission deadline is August 14th, 2020.
The Industry track configures an environment responsible for the connection between academia and industry, developing interfaces and discussions on the production and distribution of digital games. The track brings together researchers, developers, entrepreneurs, teachers, and students in a vast space of collaboration and exchange of ideas.

Games and Diversity
Submission deadline is July 31st, 2020.
The Diversity in Games activity is geared towards academic and industry discussions about the relationships between games (digital and analog), the people who play them (their senses and meanings), and the collectives that develop them. The activity emphasizes the population diversity and communities, different markers (gender, race, sexuality, class, disability, geography, etc.), and contexts of vulnerability and exclusion within the games.

GranDGamesBR
Submission deadline is July 31 st, 2020.
Forum on Grand Research Challenges in Games and Entertainment Computing in Brazil.
The establishment of a common view on the theoretical and practical challenges in the field of Games and Entertainment Computing is currently required as a strategy for driving efforts regarding the existing problems faced by the Brazilian researchers and practitioners. With the aim of identifying research opportunities for the next ten years in the field of Games and Entertainment Computing in Brazil, SBGAMES 2020 presents a forum for discussions towards the Grand Research Challenges in Games and Entertainment Computing in Brazil – GranDGamesBR – organized by Prof. Rodrigo Santos (UNIRIO) and Prof. Marcelo da Silva Hounsell (UDESC).

CTDGames
Submission deadline is July 31 st, 2020.
The CTDGames (Concurso de Teses e Dissertações do SBGames) provides an opportunity for researchers who have completed master’s or doctoral degree related to games and digital entertainment. The goals of CTDGames 2020 are to disseminate and award the best MSc dissertations and DSc thesis concluded from January to December 2019 related to games and digital entertainment.

G2 Workshop
Submission deadline is July 31 st, 2020.
The G2 Workshop activity targets students who are taking the undergraduate course in any area (Bachelor, Degree or Technological), and who have developed works related to digital games. The goal is to promote contact between students and renowned experts in the field.

Tutorials
Submission deadline will be available soon.
The purpose of the tutorials is to expand the knowledge in the fields related to Games. Tutorials sessions bring talks from specialists, opening new research topics to the community.

Arts Exhibition
Submission deadline is August 23rd, 2020.
The Arts Exhibition activity opens space for artists to expose their works in several categories, such as Concept Art, In Game Screenshot, BoardGame Art, and Artistic Experimentations and Fan Arts in Games.

+infos(oficial): https://www.sbgames.org/sbgames2020/

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Jun 102020
 

“12th International Conference on Videogame Sciences and Arts

26-28 November 2020

Videojogos 2020 will be the 12th International Conference on Videogame Sciences and Arts.

It is a joint organization between the School of Public Management, Communication and Tourism – Polytechnic Institute of Bragança (EsACT – IPB) and the Portuguese Society of Videogames Sciences (SPCV).

As in previous editions, this conference will gather researchers, professionals in the extended area of videogames, teachers and students in a forum to discuss videogame related topics and their impact on various aspects such as society, health, heritage, economy or education. The goal is to promote the exchange of ideas, share experiences and results in the areas of interest, through presentations, workshops, interactive demos and panels.

Covid-19 statement: While our intent is to run a live social event, with the safety of attendees, speakers, volunteers and staff in mind, Videojogos 2020’s Organizing Committee is closely monitoring official guidance from public health officials and will update any information needed regarding participation in the conference.

We welcome long and short papers, posters, interactive demos and workshops. All presenting new scientific results, innovative technologies, best practices, or improvements to existing techniques and approaches in the multidisciplinary research field of Games Research.

Suggested topics for contributions. Other topics may be included:

  • Accessibility
  • Aesthetics
  • Audio
  • Art Games
  • Critical Games
  • Criticism
  • Design
  • Development
  • Games and Creativity
  • Gaming Culture
  • Gamification
  • Gaming and Performance
  • Game Studies
  • Hybrid Games
  • Game-based Learning
  • Methodology
  • Narrative
  • Non-Digital Games
  • Pervasive Games
  • Serious Games
  • Speculative Games
  • Transmedia
  • Technology
  • VR / MR / AR

Submissions

  • Papers

All Papers (short or full) selected for international publication should be submitted in English. We will select the 40% best research papers, peer-reviewed and ranked on the basis of originality, relevance of the results and presentation quality, to be published with our annual Springer proceedings volume. A second batch of papers, to be selected based on originality and promising value of the work being developed, will be selected for a works-in-progress volume to be published by SPCV. Accepted papers will require that at least one representative registers in the conference to present the work.

Submissions of Full and Short Papers should follow the Springer Communications in Computer and Information Science (CCIS) format (see “Information for Authors of Springer Computer Science Proceedings”). Use the Microsoft Word template for Mac or for PC. Add to your final submission the Consent to Publish.

[Full papers: 12 – 15 pp. | Short papers: 6 – 8+ pp.]

  • Posters

Posters offer the opportunity for presenters to share their work through a quick introduction to the conference audience, followed by one-on-one discussions next to the poster. Each submission should be 1-2 pages A0 in length, in portrait orientation (vertical). Accepted posters will require that at least one representative registers in the conference to present the poster in a designated area.

Posters text should be in English. The poster design and elements (figures and text) should be readable from a distance of 2 meters. Posters will be displayed throughout the conference duration in large windows, for which they should be printed previous to the conference. The submission should be done in PDF format, based on the template provided (poster template). Add to your final submission the Consent to Publish.

[Posters: 1 – 2 pp. A0 (vertical)]

  • Interactive Demos

We welcome the submission of innovative Interactive Demos within the areas of interest covered by the conference. Interactive proposals should be in English. Proposals should provide a clear description of the work (1000–1200 words) and a URL (e.g. WeTransfer, Google Drive, etc…) for access to relevant media assets. Interactive demos will be displayed throughout the conference duration, for which they should be accompanied by technical requirements information. Accepted interactive demos will require that at least one representative registers in the conference to present the work. The submission should be done in PDF format, based on the template provided (interactive template). Add to your final submission the Consent to Publish.

[Interactive: 1000 – 1200 words description]

  • Workshop

Authors may also propose Workshops within the areas of interest covered by the conference. Proposals should be in English and provide a clear description of the work to be conducted (1000-1200 words), technical requirements information and, whenever needed, a URL (e.g. WeTransfer, Google Drive, etc…) for access to relevant media assets. Accepted workshops will require that at least one representative registers in the conference to conduct the activities. The submission should be done in PDF format, based on the template provided (workshop template). Add to your final submission the Consent to Publish.

[Workshop: 1000 – 1200 words description]

Authors and their affiliation, or associate institutions, must be omitted for all categories in initial submissions. Revisions will be double-blind.

Proceedings will be published by Springer in their Communications in Computer and Information Science series as a Post-conference volume.

The Communications in Computer and Information Science is a book proceedings series by Springer and Indexed by SCOPUS, SCImago, and ISI Proceedings.

The remaining selected papers, selected posters, interactive demos and workshops will be published in a Proceedings Book (with ISBN) edited by SPCV.

Important dates:

  • Full and short papers
    • Paper Submission: 31 July
    • Author notification of the review: 30 September 
    • Print-ready version: 9 October
  • Posters
    • Poster Submission: 14 September
    • Poster Communication of Acceptance: 16 October
  • Interactive
    • Interactive Submission: 14 September 
    • Interactive Communication of Acceptance: 16 October
  • Workshops
    • Workshop Submission: 14 September 
    • Workshop Communication of Acceptance: 16 October 
  • VJ2020
    • Conference: 27 to 28 November”

+infos(oficial): http://videojogos2020.ipb.pt/

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May 262020
 

“Serão bem vindos contributos para a qualidade do Ensino de Ciências Matemáticas, Ciências da Natureza, Ciências Biológicas, Ciências ambientais, Ciências Físicas e Químicas, Engenharia, Informática e Tecnologia – Do Pré-Escolar ao Superior.”

+infos(oficial): https://vpct.utad.pt/

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May 162020
 

THEME
Inspired by the rich history of Malta which spans over 7 millennia, the theme for FDG 2020 is “Games and their Heritage”. While this theme seems especially suited for academics interested in archeology and games, its topics are not limited to social sciences. For game criticism, the theme is appropriate for a reflection on ethics in video games—as well as ethics in game academia, which is becoming ever-more relevant. Games for a purpose around cultural heritage, history education etc. can be highlighted. The theme can challenge current practices in game technology and AI, focusing on ensuring replicability and the creation of persistent repositories, corpora or shared wiki-spaces. For game design and player experience, the theme motivates comparisons of past and current games in the same genre, or remakes of the same game. More broadly, “games and their heritage” is a relevant theme to incentivize surveys and meta-reviews of past work.

PAPER SUBMISSIONS
FDG invites authors to submit papers up to 10 pages long, excluding references, reporting new research. Papers need to be anonymized and submitted in the ACM SIGCONF version of the ACM Master Template to a paper track. Accepted papers will be included in the proceedings under their track. When submitting, authors are requested to select one of the following tracks that fits most closely with their submission.

GAME ARTIFICIAL INTELLIGENCE
This track focuses on the many applications of computational and artificial intelligence to the playing, design, development, improvement, and testing of video games. Topics include general game-playing AI, procedural and player-driven content generation, mixed-initiative authoring tools, computational narrative, believable agents, and AI assisted game design.

GAME DESIGN AND DEVELOPMENT
This track focuses on research that furthers the practice of game design and development. Submissions that examine, validate, invalidate, or create game making practices, patterns, mechanics, dynamics or aesthetics are encouraged to submit. Such work includes innovative and alternative methods of design, practical examinations of implementation protocol, socio-cultural critique of game-making culture, and empirical analysis of game-making processes and more. The focus of this track is scholarly examination of game design and development, as produced through case studies, A/B testing, review of literature, comparative analysis or other such appropriate efforts.

GAME CRITICISM AND ANALYSIS
This track calls for papers that approach the criticism and analysis of games from humanities-informed perspectives. Submissions are encouraged from scholars engaging in narrative, visual and software studies approaches to games and games criticism using methodologies such as archival research, hermeneutics, and oral history. This track will also consider critical theoretical and/or historical analysis of games, and game genres from perspectives such as (but not limited to) postcolonial theory, feminism, historicism, subaltern studies, queer theory, the environmental humanities, and psychoanalysis.

COMPUTER-HUMAN INTERACTION AND PLAYER EXPERIENCE
This track focuses on the exploration of different ways for designing and implementing interaction between the player and the game, as well as on understanding the experiences derived from those interactions. This track will consider qualitative and quantitative experimental studies. Topics include, but not limited to, persuasive games, augmented reality, virtual reality, novel controllers, user research, and player psychology.

GAME ANALYTICS AND VISUALIZATION
This track is suitable for all papers pertaining to aspects of game data science, analytics and game data visualization. This includes work based on player behavioral data analysis, including player modeling, churn analysis, and creating or understanding players’ profiles as well as aspects of business intelligence, such as performance evaluation or workflow optimization. Papers submitted to this track should present contributions that advance the current state-of-the-art, taking into account the knowledge bases in academia and industry, of players, play behaviors, processes or performance. We encourage submissions that span methodological approaches including quantitative, qualitative and mixed-methods, as well as novel contributions to methodological approaches. Examples of topics include visualization of game data, analysis of behavioral (or other) game data, advances in methodological approaches to analyze and visualize game data, as well as applying or expanding statistical methods, machine learning, including deep learning, and AI, as well as visualization algorithms used to collect or analyze game data.

GAME TECHNOLOGY
This track is suitable for papers on game engines, frameworks, computer graphics techniques, rendering, animation, networking, novel interaction techniques (such as virtual reality, augmented reality, and alternate controller schemes) and other technical areas. Papers submitted to this track should advance our technical knowledge in creating games. Papers on analytics, visualization and artificial intelligence should be submitted to the more specific track and not this one.

GAMES BEYOND ENTERTAINMENT
This track calls for papers showing results on the use of games, gaming, and game design for primary goals that are not entertainment. Topics include serious or transformational games, games with a purpose, advergames and exergames, gamification and gameful design, game-based learning and curricula, informal learning in games, and educational and other ‘serious’ uses of entertainment games and gaming practices. Authors are encouraged to highlight the importance of the target problem that the game is addressing, and how their design or research findings makes a contribution to the current state of research on games for a purpose.

GAME EDUCATION
This track is concerned with the teaching of games, game development and design, and game-related concepts at all levels of education and training. Topics include design and development of curricula, instructional methods, teaching tools and techniques, assessment methods, learning/instructional activities, collegiate game programs, e-sports and educational program management. (Note: for research in gamified and game-based learning, please submit to Games beyond Entertainment track, unless it is work on game-based/gamified learning of game concepts).

+infos(oficial): http://www.fdg2020.org/

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May 162020
 

“Digital Literacy and Computational Thinking Education enhanced through digital games has gathered substantial academic interest in recent years. Digital Literacy does not only involve functional and operational skills, and the ability to use digital media, but encompasses skills such as critical and analytical thinking for understanding, decoding, and analysing embedded ideas, values, and messages, and further considering the social and cultural context these media are situated in.

Similarly, Computational Thinking involves higher order cognitive skills such as planning, systematic thinking, algorithmic building and problem solving, with interdisciplinary implications particularly for navigating the digital world and recognising emerging phenomena such as the construction of algorithmic identities, filter bubbles, misinformation and disinformation, and bias.

The goal of this workshop is to advance knowledge, improve theoretical understanding and disseminate practices for the teaching and learning of Digital Literacy and Computational Thinking through digital games, by bringing together researchers, game designers and developers, and educators, and foster discussion about the current state of the field.

We invite contributions from within and across any discipline committed to advancing knowledge on the foundations of games: computer science and engineering, humanities and social sciences, arts and design, mathematics and natural sciences.

Papers may cover a variety of topics relevant to digital games enhanced computational thinking and digital literacy education, including but not limited to:

Digital literacy and game based learning
Computational thinking and digital games
Digital Games Literacy
Digital games and scientific thinking
Game design for digital literacy, computational thinking, and scientific thinking
Game development for digital literacy, computational thinking, and scientific thinking
Case studies of implementation of game based learning for digital literacy and/or
Computational thinking in formal education settings
Games for digital literacy and/or computational thinking in formal and non-formal learning settings
Hybrid and non-digital games for digital literacy and/or computational thinking
Digital games as cultural media
Teaching and learning about Artificial Intelligence and/or Machine Learning through digital games – AI literacy
Theoretical implications of digital literacy and/or computational thinking through game based learning
AI in games for computational thinking
Learner and educator modeling and profiling
Generative systems for enhancing computational thinking
Computational Thinking Education by developing digital games”

+infos(oficial): http://compthink.institutedigitalgames.com/

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Feb 242020
 

Call for Papers IJFMA Vol 5 No 1 (2020), Videogames and culture: Design, Performance, Art and Education

The next chapter of IJFMA is dedicated for the contemporary culture of videogames, encouraging authors to present original studies oriented to this immersive media that have a huge impact in modern life.

IJFMA welcomes papers addressing one or more of the following themes:

Videogames as an art form;
Visual culture and games;
Videogames and animation for media literacy
Ubiquitous games research;
Games and learning;
Pedagogies of play;
Education and games;
Non-traditional gaming approaches;

+infos(oficial): LINK

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Feb 242020
 

 

 

 

“The annual Conference of International Council of Educational Media (ICEM) is a meeting place for researchers and practitioners in the field of educational media and technology enhanced learning. ICEM is one of the oldest associations in the field, being established by European ministries of education and UNESCO in 1950. The ICEM 2020 Conference will take place at Polytechnic Institute of Santarém, Portugal on 14 – 16 October. Come and join us in the celebration of ICEM’s 70th birthday! It will be an exquisite event.
With ICEM Conference there is the opportunity for presenting and discussing new educational tools and environments, experiences and best practices and case studies on innovative technology-based learning strategies, and institutional policies on educational media and computer supported education. It will provide an overview of current technologies as well as upcoming trends, and promote discussion about the pedagogical potential of educational environments and technologies in the academic field. The Conference programme will include presentations of research results and best practice, hands-on workshops, poster session, roundtable sessions, demos and showcases.

Conference Topics (but not limited to)
Educational Media and Media and Information Literacy
Innovative and Inclusive Educational Approaches and Environments
Learning Ecosystems and Learning Design
Online and Mobile Learning and Ubiquitous Technologies for Learning
Learning and Skills for the Digital Era
Open Science and Open Educational Resources
3D Fabrication for Learning
Augmented Reality, Virtual Reality and Artificial Intelligence in Education and Training
Virtual Worlds, Gamification and Serious Games in the Classroom
Learning and Collaborative Technologies
STEAM Learning
Smart Education and Smart Cities
Technology Enhanced Learning”

IMPORTANT DATES
• Submission deadline for proposals through EasyChair: May 31, 2020
• Notification of acceptance: June 29, 2020
• Submission deadline for final versions of proposals: September 20, 2020

+infos(oficial): http://icem2020.ipsantarem.pt/

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Feb 202020
 

GAME-ON®’2020
The 21st annual Simulation and AI in Games Conference
Department of Communication and Art
University of Aveiro
(https://www.ua.pt/)
Aveiro, Portugal
September 23-25, 2020

CONFERENCE AIM
The aim of the 21st annual European GAME-ON® Conference (GAME-ON®’2020) on Simulation and AI in Computer Games, is to bring together researchers and games people in order to exchange ideas on programming and programming techniques, which will be beneficial to the gaming industry and academia. Secondly it aims to steer young people into this industry by providing how-to tutorials and giving them the opportunity to show their ideas and demos to the gaming industry. The conference will concentrate mostly on the programming of games, with special emphasis on simulation, AI and fuzzy sets, and physics related computer graphics. Next to that, all of this will be fused in the topic of computer game design in stand-alone and networked games. Software providers will be able to show their latest packages and give hand-on tutorials for the participants.

GAME-ON®’2020 consists of five core tracks, which cover, Gaming Methodology, Game Theory, Gamification, Artificial Intelligence and Simulation, while the other tracks cover peripheral technologies closely linked to games design, like 3-D scalability, facial and skeletal animation, 3D in-game animation etc, Mobile Gaming and Gaming
Applications such as Serious games and Gamification in different sectors; Organizational issues when implementing games; Designing games for learning; Technologies, tools and platforms for developing games for learning; Games to teach arts, science, or business; Social and collaborative aspects of game-based learning; Multi-modal aspects of game-based learning (e.g. audio, augmented reality, virtual reality, etc); Motivational aspects of game-based learning.

This year’s event features the following new topics Deep Learning, Evolutionary (Genetic) approaches combined with Deep Learning. Procedural Generation, Real-Time Ray-Tracing (RTRT), Real-Time Path-Tracing (RTPT), Hybrid Rendering and Mesh Shaders.

KEYNOTE
Procedural Content Generation Techniques applied to Game Design and Development
Davide Gadia, Università degli Studi di Milano, Milan, Italy

INVITED TALKS
The Highs and Lows of Natural Language Learning Gamification
Maxim Mozgovoy, The University of Aizu, Aizuwakamatsu, Fukushima, Japan
Evaluation of a VR system for Pain Management using Binaural Acoustic Stimulation
Dr. Francisco José Perales López, Catedrático de Universidad CCeIA,
Dep. Matemáticas e Informatica, UIB, Palma de Mallorca, Illes Balears, Spain

TUTORIALS
Tutorials can be proposed in the following three categories:
* T1- Introductory Tutorials
* T2- State of the Art Tutorials
* T3- Software and Modelware Tutorials

Tutorial proposals should be emailed to Philippe.Geril@eurosis.org, by indicating the type of tutorial you would like to suggest. (T1, T2 or T3) before MARCH 1, 2020. A confirmation email will be sent to verify that the proposal was received.

PAPER SUBMISSIONS
All submissions will be peer reviewed by at least three members of the International Program Committee. Accepted papers will be published in the conference Proceedings (both print and electronic format), that will be copyrighted and widely disseminated.

Contributions to the technical program are solicited in the following general areas;

CONFERENCE THEMES
The conference will cover the following themes
– Games Development Methodology
– Game Theory/Multi-Agent Systems
– Gamification and Social Game Mechanics
– Artificial Intelligence and Deep Learning
– Learning, Adaptation and Procedural Generation
– Intelligent/Knowledgeable Agents
– Collaboration & Multi-agent Systems
– Opponent Modelling
– Physics and Simulation/Graphical Simulation
– 3D Scalability
– Facial, Avatar, NPC, 3D in Game Animation
– Modelling of Virtual Worlds
– AI and Simulation Tools for games design
– Game Design
– Rendering Techniques, RTRT, RTPT
– Cognitive Psychology
– Affective Computing and Emotional Gaming
– Voice Interaction
– Artistic input to game and character design
– Storytelling and Natural Language Processing
– Online Gaming – Security Issues in Online Gaming
– MMOG’s
– Serious games and Gamification
– Wargaming Aerospace Simulations, Board Games etc…
– Games for training
– Games Applications in education, Government, health, Corporate
– Games Consoles
– Games Console Design
– Mobile Gaming and Vr Gaming
– Perceptual User Interfaces for Games

WORKSHOPS
Workshops on gaming, AI, simulation or software topics can be
proposed by MARCH 1, 2020.

POSTER SESSION
The poster session only features work in progress. Next to the actual
poster presentation, these submissions also feature as short papers in
the Proceedings.

PAPER SUBMISSION TYPES
EXTENDED PAPER
8 pages, single spaced, double column, including abstract, conclusions, diagrams, references).
During review, the submitted 8 PAGE EXTENDED papers can be accepted either as a regular 5 page paper or if excellent, full 8 page papers can be accepted by the program committee as an extended (8-page) paper for the conference proceedings.
Each submission will be reviewed by at least three members of the GAME-ON®’2020 International Program Committee.
Accepted extended papers are automatically published in a journal.

FULL PAPER
At least five pages, single spaced, double column).
Participants may also submit a 5 page paper for a regular (5 pages).
During review, the submitted 5 PAGE FULL papers can be accepted either as regular 5 page papers or if excellent, full 5 page papers can be accepted by the program committee as extended (8-page) papers for the conference proceedings.
Each submission will be reviewed by at least three members of the GAME-ON®’2020 International Program Committee

SHORT PAPER
At least three pages, single space, double column.
Participants may also submit a 3 page short paper. During review, the submitted 3 PAGE papers can be accepted either as a short 3 page paper or poster. or if excellent, 3 page papers can be accepted by the program committee as full five (5-page) paper for the conference proceedings.by the International Program Committee. All accepted
papers will be published in the GAME-ON®’2020 Conference Proceedings.

ONE AND TWO PAGE ABSTRACTS ARE NOT ACCEPTED.
CORRESPONDENCE ADDRESS
Philippe Geril
EUROSIS-ETI
European Simulation Office
Greenbridge NV
Ghent University Campus Ostend
Wetenschapspark 1
Plassendale 1
B-8400 Ostend Belgium
Tel: OO32.59.255330
Email: philippe.geril@eurosis.org

OUTSTANDING PAPER AWARD
The 2020 GAME-ON Conference Committee will select the Outstanding Paper of the Conference. The author of this paper will be awarded a free registration for a EUROSIS conference. Only papers SUBMITTED AS FULL papers will be eligible for the Outstanding Paper Award.
The free registration is valid for 2 years after the event

LANGUAGE
The official conference language for all papers and presentations is English

IMPORTANT DEADLINES
EARLY BIRD SUBMISSION DEADLINE: APRIL 20TH, 2020
SUBMISSION DEADLINE: MAY 15TH, 2020
LATE SUBMISSION DEADLINE: JUNE 1ST, 2020
NOTIFICATION OF ACCEPTANCE OR REJECTION: JULY 3RD, 2020
Authors provide camera-ready manuscript: AUGUST 10TH, 2020
Conference at University of Aveiro, Aveiro, Portugal, SEPTEMBER 23-25, 2020

+infos(oficial): https://www.eurosis.org/conf/gameon/2020/

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