CfP: IEEE IGIC 2013, Vancouver, Canada

IEEE IGIC 2013 – September 23-25, 2013, Vancouver, Canada

Conference Theme: Designing for Play, Education, Health, Training, Social Change, and Gamification

The IEEE Consumer Electronics Society is pleased to announce the Fifth 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 and Rochester in 2012, this conference is a platform for disseminating academic peer reviewed papers and industry innovation papers that describe innovative research and development and implementation of game technologies. Participation from academia, industry and government are welcome. We are soliciting the following type of papers:

For Academic Style Peer Review:

Short papers (4 pages)

Long papers (5-8 pages)


For Industrial Strength Work:

Papers on practical aspects of game technology (2 pages or 10 slides)


Posters, panels, and workshops (2 pages).

Papers (abstract, main text, figures, and references) or slides (for work from industry) or short papers (for posters, panels, and workshops) should be submitted to


Submission deadline: May 1, 2013


Papers reporting innovations, new developments, and industrial applications in all areas related to games, play, health, education, training, social change, and gamification 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, gamification – games in organizational environments, evidence of effectiveness of game-based education, tools for assessment, usability strategies and methodologies.
  • Design, Development and Production: design of games, tools, interdependencies of software & hardware, graphics, animation, content generation, artificial intelligence, cinematography.
  • Artificial Intelligence Technologies for Games: decision-making, learning and adaptation, game AI design components, strategic AI and collective behavior, AI in content creation, player profiling for improved AI.
  • 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 and non-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, strategies for developing technology transfer, copyright and IP protection for educators and students.

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, please contact Samad Ahmadi at and/or Elena Bertozzi at, and/or Ross Smith at, subject: igiccallforpapers

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