* 2nd CALL FOR PARTICIPATION: CHI PLAY 2014
* Submission Deadlines:
* May 8, 2014 (full papers, demos, workshops, doctoral consortium)
* June 26, 2014 (student competition, work-in-progress)
* CHI PLAY 2014
* The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play
* Twitter: #chiplay
* Radisson Hotel in downtown Toronto, Ontario, Canada
* October 19-22, 2014
CHI PLAY is a new international and interdisciplinary conference (by ACM SIGCHI) for researchers and professionals across all areas of play, games and human-computer interaction (HCI). We call this area “player-computer interaction”.
The goal of the conference is to highlight and foster discussion of current high quality research in games and HCI as foundations for the future of digital play. To this end, the conference will feature streams that blend academic research and games with research papers, interactive demos, and industry case studies.
CHI PLAY grew out of the increasing work around games and play emerging from the ACM annual conference on Human Factors in Computing Systems (CHI) as well as smaller conferences such as Fun and Games and Gamification. CHI PLAY is sponsored by the ACM Special Interest Group for Computer-Human Interaction (SIGCHI).
8 May 2014, 5:00pm PT: Deadline for full papers, demos, workshop proposals, and doctoral consortium
26 June 2014, 5:00pm PT: Deadline for student competition, course proposals, panel proposals and works-in-progress papers
10 July 2014: Accept/Reject decision of the committee for full papers, workshops, demos, panels, and doctoral consortium
7 August 2014: Camera-ready submission of full papers, workshops, demos and doctoral consortium
7 August 2014: Decision on works-in-progress, student competition and courses
28 August 2014: Camera-ready submission of courses, student competition and posters
October 5-8, 2014 CHI PLAY conference in Toronto
As a SIGCHI-sponsored conference, CHI PLAY will consider submissions related to games and play. We welcome submissions from all topics in interactive game research that are relevant to player-computer interaction, including but not limited to the following:
- Game Interaction
- Novel Game Control
- Novel Implementation Techniques that Affect Player Experience
- Evaluation of Feedback and Display Technologies for Games
- Persuasive Games
- Games for Health, Learning and Change
- Exertion Games
- Player Experience
- Virtual and Augmented Reality Games
- Games User Research
- Game Evaluation Methods
- Psychology of Players and Games
- Player Typologies
- Accessible and Inclusive Game Design
- Novel Game Mechanics Impacting Player Experience
- Casual Game Design Studies
- Social Game Experiences
- Serious Games
- Alternate Reality Games
- Tools for Game Creation
- Developer Experiences and Studies of Developers
- Industry Case Studies
Although we are interested in papers on the effects of various technologies, software, or algorithms on player or developer experience, technical contributions without clear indications of the impact on players or developers are not within the scope of CHI PLAY.
We encourage the following research submission types:
PAPERS (5 to 10 pages length according to contribution, presentation and/or demo at the conference)
Papers may be 5 to 10 pages long in the two-column ACM SIGCHI format. Regardless of length, a paper (which includes industry case studies) may be presented as a talk, a demo, a video, or any combination of each. Paper length must match the size of the contribution, and the same general review criteria hold for all papers. All papers will undergo the same review process and be published in the same way: all accepted submissions in this category will be included in the conference proceedings and published through the ACM Digital Library. Please consider the most appropriate presentation format for your work when choosing the presentation type. We particularly encourage interactive demos by publishing their accompanying papers in the full conference proceedings.
Authors are invited to submit high-quality original work to advance the field. Papers will be subject to blind peer reviewing and all identifying information about authors needs to be removed from the submitted manuscripts. Citations to own work must not be anonymous, but should be described in a way that does not reveal you as the author of the cited work. Submissions must be made using the Precision Conference System (PCS). We encourage authors strongly to submit a video figure to support and accompany their submission. The committee will choose the best to be part of a plenary session at the conference.
WORKS-IN-PROGRESS (2 pages in ACM SIGCHI format, poster presentation at the conference)
Works-in-progress provide a unique opportunity for late-breaking results to be presented in a poster format. Accepted submissions will be presented as a poster at the conference. Posters papers will be peer-reviewed and archived in the proceedings as well as the ACM digital library. We encourage authors to submit a video figure to support their submission, and the committee will choose the best videos to be part of a plenary session at the conference.
CHI PLAY STUDENT GAME DESIGN COMPETITION (4 pages describing the game and approach in ACM SIGCHI format)
The CHI PLAY Student Game Design Competition will provide a unique opportunity for students to showcase their interactive play systems and designs. Students will need to submit a video of their game as well as proof of student status (full-time or part-time, all levels up to Ph.D.). A jury panel will nominate the best submissions for an interactive presentation at the conference, where a panel of experts choose the winners.
WORKSHOPS (4 pages in ACM SIGCHI format, workshop at the conference)
Workshops allow conference participants that share a common interest to deepen their knowledge and meet in an interactive hands-on learning and discussion environment. They provide great opportunities for community-building at CHI PLAY. Workshop should focus on a theme in one of CHI PLAY’s core areas mentioned above. We especially welcome workshops that bridge the gap between practitioner and researcher knowledge. Workshops should provide novel perspectives and generate ideas about player-computer interaction. If you are passionate about this field, please consider organizing a workshop. Workshops can independently from the conference result in special issues of journals, wikis, websites, or books.
COURSES OR TUTORIALS (4 pages in ACM SIGCHI format, tutorial/course at the conference)
Courses or tutorials at CHI PLAY should allow participants to learn new hands-on knowledge about player-game interaction, development and evaluation. They are great opportunities for industry pros to teach their knowledge to an interested audience and allow interdisciplinary knowledge development between practitioners and researchers. If you work in game development and are eager to teach a workshop at CHI PLAY, we look forward to your submission.
PANELS (4 pages in ACM SIGCHI format, panel at the conference)
CHI PLAY panels seek to bring together leading experts from research and industry to discuss and present the latest developments in player-game interaction. We encourage panel formats with lively interaction between panelists and audience. At the heart of panels is the dialogue between experts in the field, moderators and the audience. At least a part of your panel should include industry representatives. As long as you follow this basic idea, the format of panels is open to your suggestions.
REVIEW PROCESS: All PAPERS
We have selected a program committee of experts in human-computer interaction and game research to lead the review process. Once your paper is submitted as a blind manuscript, our program committee will assign at least 3 reviewers to each submission and ensure that the reviews are of high quality. The PC members will then weigh in with their own opinion about the paper and summarize the individual reviews, meta-reviewing the paper and putting forward a suggestion of accept or reject to the conference chairs. The conference chairs will then deliberate in close communication with the committee members about the acceptance of papers. Authors will then be recommended to make certain changes before camera-ready submission and acceptance might be tentative until those changes are included. At least one author of the paper must register for the conference and present the paper at the conference.
Lennart Nacke, University of Ontario Institute of Technology, Canada
TECHNICAL PROGRAM CHAIR
Nicholas Graham, Queen’s University, Canada
PAPERS AND PROCEEDINGS CHAIRS
Florian ‘Floyd’ Mueller, RMIT University, Australia
Regan Mandryk, University of Saskatchewan, Canada
WORKS-IN-PROGRESS, VIDEOS AND DEMOS CHAIR
Peta Wyeth, Queensland University of Technology, Australia
Paul Cairns, York University, UK
STUDENT GAME DESIGN COMPETITION CHAIRS
Vero vanden Abeele, University of Leuven, Belgium
Bieke Zaman, University of Leuven, Belgium
INDUSTRY CASE STUDIES AND PANELS
Anders Drachen, Game Analytics, Denmark
Ben Medler, Electronic Arts, USA
COURSES AND TUTORIALS CHAIRS
Regina Bernhaupt, IRIT, France
Bill Kapralos, University of Ontario Institute of Technology, Canada
Zach Toups, New Mexico State University, USA
Georgios Christou, European University Cyprus, Cyprus
DOCTORAL CONSORTIUM CHAIR
Drew Davidson, Carnegie Mellon University, USA
Louise Barkhuus, University of Stockholm, Sweden
Emily Claire Afan, Hinterland Studio Inc., Canada
Zac Fitz-Walter, Queensland University of Technology, Australia
STUDENT VOLUNTEER CHAIR
Victoria Mcarthur, York University, Canada
LOCAL ARRANGEMENTS CHAIRS
Pejman Mirza-Babaei, University of Ontario Institute of Technology, Canada
Jessica Clarke, University of Ontario Institute of Technology, Canada
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