Tag: FDG

6th International Conference on the Foundations of Digital Games (FDG)

“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.

+infos(oficial): http://fdg2021.org/

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