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Chris Raymaekers <[log in to unmask]>
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Chris Raymaekers <[log in to unmask]>
Tue, 9 Feb 2010 09:46:01 +0100
text/plain (109 lines)
Apologies for cross-postings

CfP: Design and Engineering of Game-Like Virtual and Multimodal 
Environments (DEnG-VE)

A workshop of the ACM SIGCHI Symposium on Engineering Interactive 
Computing Systems (EICS)

June 20, 2010, Berlin, Germany


Games, including serious games, have lately received an increased 
attention from the players’ community as well as from researchers. Among 
these applications we find an increasing number of games that are 
realized by means of a virtual or multimodal environment. For instance, 
more and more serious games make use of simple or advanced virtual 
worlds to provide a motivational context for medical and rehabilitation 
purposes. Also, games that have a longer history, such as well-known 
games designed from an entertainment perspective, demonstrate the need 
to come up with even more appealing virtual worlds and more full-fledged 
interactive capabilities with every update that is commercialized.

In order to fulfil the expectations that players have from the game, it 
is beneficial for the designers and developers to be able to build on an 
engineering process and best-practices, in the same way as there are 
established development methodologies for other application areas. 
Though games are widespread nowadays, game design and engineering is 
still a rather young research area, and this is in particular the case 
for those games where a virtual or multimodal environment is a key 
technology. Opportunities as well as issues related to the realization 
of multimodal applications / virtual environments come together with 
demonstrated benefits of games, and difficulties associated with their 
design and development.

The DEnG-VE workshop  welcomes contributions that define the problems 
that arise when creating such game-like environments, as well as 
submissions that refer to possible techniques that form the basis for 
solutions, such as models, notations, and overall design and engineering 
methodologies. Besides contributions based on best practices with 
technological development, perspectives related to user experience in 
games (“player experience”) are appreciated.

Workshop format:

Submissions can describe research or provide a position statement. The 
workshop will consist of paper presentations and discussion sessions 
(plenary and/or breakout sessions in groups on clustered research topics 
based on the participants’ interests). In order to stimulate discussion 
all papers will be distributed to the workshop participants in advance, 
so that questions for the authors can be prepared by the attendees.


Papers are solicited on topics including, but not limited to:

  - Design and engineering processes for games
  - Game(-independent) development tools
  - Evaluating games & measuring player experiences
  - Game Design Methods, Principles and Processes
  - Game theories, constructs, concepts and frameworks
  - Designing online games, virtual worlds, and massively multiplayer games
  - Designing serious games, games for learning, and casual games

Important dates:
  - Paper submissions: March 15, 2010
  - Review notification: March 29, 2010
  - Final submissions: April 10, 2010
  - Workshop day: June 20, 2010

Paper submissions:

The format of submitted papers must follow the ACM publication format 
( Papers should be submitted through 
the easychair submission management system: submit the paper (in either 
PDF or Word (97 - 2007) format) at

A book in the Springer Human-Computer Interaction series will be 
proposed. After the workshop, authors of accepted papers will be invited 
to enter the review process for the book with an extended version of 
their paper.


Chris Raymaekers, Expertise Centre for Digital Media, Hasselt 
University, Belgium

Karin Coninx, Expertise Centre for Digital Media, Hasselt University, 

Juan Manuel González-Calleros, Université Catholique de Louvain, Belgium

For inquiries, please contact [log in to unmask]

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