CfP: IEEE International Games Innovation Conference (IGIC) 2013, Sep 23-25, Vancouver Canada

IEEE IGIC 2013- http://ice-gic.ieee-cesoc.org
September 23-25, 2013, Vancouver, Canada

Call for Papers

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 https://www.easychair.org/conferences/?conf=2013igic

Paper 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

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 sahmadi@dmu.ac.uk,
and/or Elena Bertozzi at Elena.Bertozzi@liu.edu, and/or Ross Smith at
rosss@microsoft.com , subject: igic

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