20th International Federation for Information Processing – International Conference on Entertainment Computing (IFIP-ICEC 2021)
“IFIP-ICEC is the longest lasting and prime scientific conference series in the area of Entertainment Computing. It brings together practitioners, researchers, artists, designers, and industry on the design, creation, development, use, application and evaluation of digital entertainment content and experience systems. In addition, it brings together research on education and entertainment. This event covers a diverse array of related research issues, including game-based learning and other learning experiences associated with entertainment.”
Design and Analysis
Game Design: Theory, Creation & Testing
Interactive Narratives & Digital Storytelling
Entertainment Robots, Toys & Smart Gadgets
Social Media / Social Computing Entertainments
New Genres of Interactive & Digital Entertainment
Interactive Art, Performance and Novel Interactions
Digital Art & Installations
Virtual/Augmented/Mixed Reality & Entertainment
Sound, Music & Performance
TransMedia and Entertainment
Entertainment Devices, Platforms & Systems
Digital Entertainment Hardware & Devices
Entertainment for Nomadic Users
Digital Broadcasting and Digital Cinema
Interactive Television and Broadcasting
Theoretical Foundations and Ethical Issues
Experiential Aspects in Entertainment
Emotions and Affective Interaction
Theoretical Basis of Entertainment
Social / Cultural Impacts of Digital Entertainment
Issues of Public Relations & Advertising Through Entertainment
Entertainment for Purpose & Persuasion
Games for Learning, Health & Well-Being
Games For Change & Social Impact Games
Advergames and Digital Marketing
Computational Methodologies for Entertainment
Artificial Intelligence & Machine Learning for Entertainment
Procedural Content Generation
Computer Graphics & Visual Effects
Big Data in Entertainment
Security & Privacy in Entertainment
Algorithmic research on board and card games
New types of entertainment using information technologies
Hardware technology research and development to implement entertainment systems
Non-traditional human interface technologies for entertainment
“The 16th International Conference on the Foundations of Digital Games (FDG) 2021 is proud to invite research contributions in the form of papers, games and demos, doctoral consortium applications, as well as panel, competition, and workshop proposals. 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 and Games-and-Demos submissions will receive double-blind peer reviews. Workshops, panels, competitions, and all other submissions will be single-blind. All papers are guaranteed at least three reviews. Games and Demos are guaranteed two reviews. There will be no rebuttal. As in previous years, we aim to publish the FDG 2021 proceedings in the ACM Digital Library. ”
Game Development Methods and Technologies
This track is dedicated to submissions focused on different methods, technologies, and tools used for the development of computer games. The submissions may discuss development of both software and content. Topics include, but are not limited to, algorithms, software tools, methodologies, pipelines, and production issues. This track invites both scholarly studies as well as speculative position papers on the subject.
This track includes the use of virtual reality and augmented reality for games. Submissions that examine, validate, invalidate or create practices, patterns, mechanics, dynamics or aesthetics are encouraged to submit. Examples of such work include the examination and innovation of design methods for AR/VR, alternative methods of interaction and haptics, historic examinations of the involved technologies, analyses and critiques on the use of AR/VR, innovative AR/VR technologies and the examination of mechanics and games designed forAR/VR.
Games Beyond Entertainment and Game Education
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, 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.
This track is also 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.
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 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 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, psychoanalysis, and other related topics. This track also includes the emerging trends such as esports and streaming from a humanities-informed perspective. Such work includes studies of demographic trends in esports and streaming, feminist and gender studies perspectives, social-cultural critiques and analyses of streaming and eSports subcultures, examination of societal and economic impact of eSports
Game Design 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 are not limited to, games design, mechanics, persuasive games, novel use of controllers, user research, and player psychology.
Chamada de trabalhos até 26 de abril, sendo que os temas são:
Games Done Quick
Educational dimension of game jams and hackathons
Incentives and rewards in game jams and hackathons
Game design issues in game jams
Learning in game jams and hackathons
Game jam and hackathon attendance: who and why?
Game jam and hackathon impacts
Rapid game development
Game jam and hackathon methodologies
Game jam and hackathon resources and assets
“The 11th Conference on Videogame Sciences and Arts will be held on November 27-29, organized by the Department of Communication and Art of the University of Aveiro, and the Society of Video Games Sciences (SPCV). The annual conferences of the SPCV promote the scientific gathering of researchers in Portugal. These conferences are attended by researchers and professionals in the expanded field of videogames — Multimedia, Communication, Technology, Education, Psychology and Arts — to disseminate work and exchange experiences between the academic community and with the industry.”
Temas da conferência:
Submission deadline (all categories): July 15, 2019 -> 20 de agosto
Author notification of the review: August 30, 2019
Submission of the print-ready version: September 15, 2019
VJ2019 conference: November 27-29, 2019
“The Game Industry Conference’s mission is to encourage the growth of game developers in the region and globally. The conferences three key features are size, scope, and inclusiveness. As the biggest event in CEE, it aims to provide quality advanced and technical talks, while keeping it accessible, especially by not cutting off devs with a paywall.”
+infos(rede social): LINK
duas das palestras estão relacionadas com o desenvolvimento de videojogos:
O workflow geral do desenvolvimento de videojogos, por Guilherme Santos da Empresa ZPX
e Tecnologias de motion capture para videojogos, por Durate Duque professor no IPCA
“iGBL2019 will be held on 26th, 27th and 28th June 2019 in Cork City (Ireland), and we welcome abstracts from developers, doctoral students, instructors and researchers for game demos, presentations or workshops on the themes of games for learning, motivation and change.”
…and submit your abstract by 25th January 2018.
“The IoT Hackathon Lisbon will be held at Lisboa Congress Centre (CCL) from 8AM to 8PM on June 16th and 17th. Thursday, June 18th, the IoT solutions will be evaluated and there will be an award ceremony within the scope of the IoT Week 2015 Lisbon.”
Founded in 2005, Gamelab is a non-profit organization devoted to create quality events where international professionals, researchers, academics, entrepreneurs and investors from the digital entertainment space get inspired and share innovative ideas and projects.
Gamelab events connect, empower and inspire the next generation of digital creators to play an active role in shaping the future of interactive playgrounds and experiences.
Aqui está uma excelente conversa de “amigos” sobre a temática de videojogos. É a conferência ” – Red vs Blue” com os seguintes palestrantes:
Pedro Moreira Dias (moderador) – Salão de Jogos/Vodafone FM
Ricardo Flores Santos – Biodroid
Nuno Barreto – Titan Forged Games
Nuno Folhadela – Bica Studios
Filipe Pina – Nerd Monkeys
Sérgio Varanda – Miniclip
+infos(Titan Forged Games): http://www.titanforgedgames.com/
+infos(Bica Studios): http://www.bicastudios.com/home
+infos(Nerd Monkeys): http://www.nerdmonkeys.pt/