Conference Information

GET 2026: International Conference Game and Entertainment Technologies

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Submission Date:
2026-05-08 Extended
Notification Date:
2026-06-05
Conference Date:
2026-07-25
Location:
Valencia, Spain
Years:
19
Viewed: 18670   Tracked: 2   Attend: 1

Call For Papers

GET 2026 (International Conference Game and Entertainment Technologies) is an academic conference held in Valencia, Spain on 2026-07-25. The paper submission deadline is 2026-05-08 (extended). Acceptance notifications are sent on 2026-06-05.

Known to have been enjoyed since at least 30 BC, games and entertainment are a universal part of human experience and present in all cultures. Games and entertainment activities contribute to the social, emotional, psychological and physical well-being of human society. As game and entertainment technologies become increasingly more pervasive we are continually challenged in our work, learning and personal life by increased access to virtual spaces and communities that offer opportunities for everyday needs and aesthetic experiences. The ‘Creative Industries’ require design and development structures, techniques and methodologies that enrich, enhance and encourage new interaction modes, metaphors and in-depth co-creation. This conference aims to bring together research and practice from creative, social and business practitioners and researchers in this challenging field. The focus of this conference is on design, development and evaluation of games, entertainment technologies and the nature of play. Topics for this conference include, but are not limited to: – Development methodologies – Design issues – Controversial issues – we welcome debate and dissension, for example; games as art, entertainment as purely for monetary returns etc – Special Effects – Animation – Mobile and ubiquitous games and entertainment – Serious Games –applications, critiques – Philosophical issues – Prototypes – Social and cultural uses of/for Play – Tools and technologies – Skills, strategy, rules and chance – Genre – Immersiveness and engagement – Research methodologies in creative practice – Usability and playability – User/player centered design – Psychological, social, and cultural differences in perception and participation – Communities, networks, social interaction and social capital – Cross-cultural and intercultural approaches – Assessment of exploratory learning approaches – Emerging practices – eSports
Last updated by Natalia Teixeira on

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Related Journals

CCFFull NameImpact FactorPublisherISSN
Entertainment Computing2.4Elsevier1875-9521
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