会議情報
GET 2025: International Conference Game and Entertainment Technologies
https://www.gaming-conf.org/
提出日:
2025-05-26 Extended
通知日:
2025-06-18
会議日:
2025-07-23
場所:
Lisbon, Portugal
年:
18
閲覧: 16228   追跡: 2   出席: 1

論文募集
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
最終更新 Natalia Teixeira 2025-05-08
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関連仕訳帳
CCF完全な名前インパクト ・ ファクター出版社ISSN
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