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CfP: IEEE IGIC in Rochester, New York Sept. 7–9, 2012

The conference theme is “Designing for Play” and is hosted by the School of Interactive Games and Media at RIT and the International Center for the History of Electronic Games at The Strong. Confirmed speakers are Seamus Blackely, Ian Bogost, Vincent John Vincent, Ian Schreiber and others TBA. Conference sessions will take place on the campus of The Strong with a behind the scenes tour and an “All You Can Play” reception on their vintage arcade systems Friday Night, a banquet and tour at RIT Saturday night and an optional bus tour to Niagara Falls on Sunday afternoon.

For the full call for papers, read below or visit IEEE Call for Papers
Conference Theme: Designing for Play


The IEEE Consumer Electronics Society is pleased to announce the Fourth International Games Innovation Conference. Continuing the tradition that began in London 2009, to Hong Kong in 2010, and extended to Orange, CA, USA in 2011, this conference is a platform for disseminating peer-reviewed papers that describe innovative research and development of game technologies. Participation from academia, industry and government are welcome.We are soliciting short papers (4 pages), long papers (5-8 pages), posters and panels.

Abstract Deadline: April 15th, 2012
Author Notification: May 14th, 2012
Final Drafts Due: June 18th, 2012
Final Acceptance: July 20th, 2012

https://www.easychair.org/account/signin.cgi?conf=2012igic

Papers reporting innovations and new developments in all areas related to games and play are invited, including but not limited to the following:

Multi-player Games: cloud based games, networked games, location awareness, infrastructure, performance, latency, architecture, security

Game Platforms: mobile/handheld, computers, consoles, portable consoles, cloud servers, network servers, system architecture, network architecture

Beyond Entertainment: health, exercise, education, training, business, advertising, social change, usability beyond games

Design, Development and Production: design of games, tools, interdependencies of software & hardware, graphics, animation, content generation, artificial intelligence, cinematography

Interfaces: interoperability, wearable devices, biometrics, 3D effects, haptics, gaze, proximity, audio, gesture

Technology: multi-core processors, mobile SoC, memory, 3D display, 3D graphics, augmented reality, virtual reality, storage, vision, imaging, wireless, RF, MEMS, nano devices??

User Experience: playing experience, behavioral impact, social impact, player modeling, learning, cultural impact, lessons from games

Play: Theories of Play, historical evolution of play, relationship between electronic andnon-electronic forms of games and toys, psychological dimensions of play, play across the lifespan, impact of computers on play, player-audience interactions.

Game Design and Development Education: Curriculum Design, Course Design, Survey of Existing Programs, Informal Education

Selected papers will be invited to expand to full length for submissions to the IEEE Transactions of Consumer Electronics, the American Journal of Play and the Journal of Game Design and Development Education after the conference.

These papers must comply with the requirements of their respective journals. For more information on paper submission and or for interest in joining the review committee, contact Al Biles, jab@it.rit.edu, subject igic

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