ACM SIGCHI General Interest Announcements (Mailing List)


Options: Use Forum View

Use Monospaced Font
Show Text Part by Default
Condense Mail Headers

Message: [<< First] [< Prev] [Next >] [Last >>]
Topic: [<< First] [< Prev] [Next >] [Last >>]
Author: [<< First] [< Prev] [Next >] [Last >>]

Print Reply
text/plain; charset="iso-8859-1"
Fri, 19 Feb 2016 10:29:57 +0100
Oliver Korn <[log in to unmask]>
"ACM SIGCHI General Interest Announcements (Mailing List)" <[log in to unmask]>
Oliver Korn <[log in to unmask]>
text/plain (91 lines)
Deadline Extension: Call for Chapter Proposals, by February 29, 2016

Springer International Series on Computer Entertainment & Media Technology:
Procedural Content Generation in the Game Industry: Best Practices and

Oliver Korn (Offenburg University, [log in to unmask]), 
Newton Lee (Newton Lee Laboratories, [log in to unmask]) 

Procedural content generation (PCG) uses algorithms to create levels, items
or story elements in games at runtime. The purpose of this book is to
provide a hands-on overview on the application and the potentials of PCG.
The book is intended for game developers, computer scientists and gaming

While there will be some historical and mathematical background on PCG, the
focus lies on the actual application of PCG methods in games and game
studies. The book will present a wide range of best practices ranging from
platform games to sci-fi strategy, from indie to AAA; we are also interested
in contributions on the economic and organizational potentials and
challenges of projects where PCG was used.

The book draws upon an interdisciplinary approach. We invite contributions
from researchers and practitioners from Game Studies, Computer Sciences,
Human-Computer Interaction, Psychology and other disciplines. 

Procedural Content Generation in the Game Industry is structured in three
- section 1 briefly describes the historical and mathematical background of
- section 2 represents the book's main body: here best practices are
presented. While we are especially interested in user experience studies,
more technical topics are welcome
- section 3 examines the economic and organizational potentials and
challenges of projects where PCG was used

Topics include, but are not limited to:
- Game Design for games with procedurally generated content
- User Experience (UX) Studies on games with PCG elements
- PCG algorithms and tools, e.g. Perlin noise
- History of PCG use in games, from Rogue to Borderlands and beyond
- Organizational and management strategies related to PCG
- Economic impact of PCG

In the first step, researchers and practitioners are invited to submit a
2-page (max. 1200 words) chapter proposal explaining the mission and
concerns of their proposed chapter by February 21, 2016. Author anonymity is
not required in this step.
Please use the Easy Chair submission system:  
or send the abstract to: [log in to unmask]     

Important Dates
February 29, 2016: Proposal Submission Deadline (abstract, max. 1200 words) 
March 06, 2016: Notification of Proposal Acceptance 
June 12, 2016: Full Chapter Submission
July 24, 2016: Review Results Returned 
September 25, 2016: Final Chapter Submission 
October 23, 2016: Final Chapter Acceptance Notification

All submitted chapters are peer-reviewed on a single-blind review basis. 
Contributors may also be asked to serve as reviewers.

Best, Oliver Korn
Prof. Dr. Oliver Korn
Professor for Human Computer Interaction

Offenburg University of Applied Sciences

Badstr. 24, Room  D 302, 77652 Offenburg, Germany
Tel.  +49 (0) 781 / 205 - 4821  |  Fax: -45-4821  

    For news of CHI books, courses & software, join CHI-RESOURCES
     mailto: [log in to unmask]

    To unsubscribe from CHI-ANNOUNCEMENTS send an email to
     mailto:[log in to unmask]

    For further details of CHI lists see