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ACM IMX’22

ACM International Conference on Interactive Media Experiences (IMX)

22-24 June 2022, Aveiro, Portugal

Deadline for submission: 28/01/2022

https://imx.acm.org/2022/participation/papers/

The ACM International Conference on Interactive Media Experiences (IMX) focuses on challenges and innovations across diverse forms of media engagement and experiences. The aim is to provoke and promote discussion and the sharing of exciting ideas amongst researchers, industry practitioners and the academic community in all forms of media: VR, AR, MR, XR, 360°, live-streaming, online media content, authoring and production, as well as TV. We encourage authors to submit their novel research findings in analyzing, developing, creating, installing, evaluating, critiquing or distributing interactive media experiences. Possible topics of interest include:

• Understanding audience interests and their related interaction with content.

• Developing new content forms and formats and media/video‑centric experiences.

• Analyzing and developing underlying technologies and systems.

• Critiquing and creating production tools and workflows.

• Exploring the use and implications of AI and machine learning (e.g. in social media, media analytics, etc.).

• Developing innovative business models and marketing techniques in relation to multimedia experiences.

• Understanding wider social and cultural contexts of multimedia experiences.

• Designing and showcasing experimental media interactive art experiences.

• Exploring cultural, artistic, and creative experiences through interactive multimedia (e.g. performance & opera, digital humanities, etc.).

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All submissions should follow the ACM guidelines. There is a single submission paper format (for long and short papers in the main paper track). We invite the submission of anonymized papers of between 7,000–8,000 words excluding references and figure/table captions, with a 150 word abstract. Authors are encouraged to submit a paper of length proportional to its contribution; valuable but concise contributions are also welcome as short papers (anonymized and up to 4000 words excluding references and figure/table captions). Shorter, more focused papers will be reviewed with the expectation of a small, focused contribution.

Further details on each of the topics are on the conference website. IMX is an inclusive, growing, interdisciplinary community, so if you aren’t sure whether the specifics of your research are in scope then please email paper@imx2022.com<mailto:paper@imx2022.com>.

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Important Information:

• Submission deadline: 28/01/22

• Decision Notification: 08/03/22

• Selection: Double Blinded Review Process + Rebuttal • Request toenter Mentoring Programme for authors: 09/01/22 https://imx.acm.org/2022/equity/mentoring-program/

• Call for volunteer AC: 01/01/2022 https://imx.acm.org/2022/participation/call-for-associate-chairs/

• Physical and in person conference, however, remote participation will be made possible if needed – (TBA).

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Please feel free to contact the technical program chairs if you would like more information on scope, submission route or any other issues:

paper@imx2022.com<mailto:paper@imx2022.com>

More information available HERE

 

CALL FOR PAPERS: GAMEBOOKS

The 18th Annual Tampere University Game Research Lab Spring Seminar
5-6 May 2022, Tampere, Finland

Abstract deadline: 21 January 2022

Games and books have long standing relationships. From the Cave of Time choose your own adventure book to Nier: Automata World Guide, Warhammer 40.000 Core Rule Book, Sleeping Gods storybook board game, Overwatch Anthology comic book, Dragons of Autumn Twilight novel, A Beginner’s Guide to Go, and The Lusty Argonian Maid in Elder Scrolls, “gamebooks” can come in many forms. They can, for example, provide the context for games to unfold, explicate the rules, contain inspirations to guide gameplay, or augment and expand gaming and play with a reading experience. While some approaches to game studies have deep roots in literature studies, the many ways in which games and books combine still leaves much room to investigate.

Through interrogating games as books, books as games, and book-game hybrids we can uncover their relationship to different ludic and literary traditions. Books can sustain or contest the hegemonic cultural and societal values related to games and game cultures. Games can take the form of books that we “read” through gameplay. Accordingly, how do we understand this interplay between games and books? What kind of gamelike elements and experiences do books have, and what can we learn about books by playing them like games? The way technological development has affected the interplay of games and books, brings forth more questions related to values, materiality, and production. Rulebooks, for example, have traditionally been essential for analog games, but were once central for digital games as well. Will game related books be reduced to Kickstarter stretch goals and collectors’ items when the growing popularity of tutorial videos, virtual tabletops, and interactive companion apps have d
iminished or changed the role of game related books? Or would we see an invasion of books into digital gamespaces as in-game books and transmedia novels are becoming cost efficient solutions for deepening and expanding the game world and the player-reader experience?

These are just some potential dimensions and questions related to myriad ways books and games come together. For the Spring Seminar of 2022, we are seeking submissions from scholars studying different aspects of gamebooks, book games or any combinations of the two. In addition to game studies and literature studies oriented research, we particularly invite papers that challenge and question existing ideas of game-book hybrids from any perspective. We strongly encourage creative interpretations of both the concepts of “game” and “book” and their possible interrelations.

The list of possible topics includes but is not limited to:

*   Games in the form of books: Choose your own adventure, puzzle books, interactive comics, etc.
*   Representations and remedializations of books in games, visual novels
*   How are games created textually: rules and descriptions, crunch and fluff in game sourcebooks, rule books, expansion books, source books
*   Technological developments affecting the interplay between games and books
*   Books based on games: novelizations of games, expanded universes of games, fan created game related books, transmedia storytelling, recipe books
*   Games and game-based applications based on books
*   Published paratexts on games: e.g., titles such as “Art of Game X” or the “Making of Game y” books, strategy guide books, walkthroughs
*   Production: How are gamebooks made? Who makes them? Why are they made? How do ‘writing’ and ‘design’ intersect?
*   Books signaling the cultural and societal values of games and game cultures
*   Gamebooks as collectibles, as crowdfunding stretch goals, as vanity items
*   Materiality and aesthetics of gamebooks
*   Books as toys: pop-up books, children’s books, tactile books, activity books
*   Accessibility and gamebooks: adaptations to braille, game audio books
*   Methodology: Is game studies able to address these issues, where should methods be borrowed from and how do they need to be adapted

Submission and publication

Gamebooks is the 18th annual spring seminar organised by Tampere University Game Research Lab<https://gameresearchlab.tuni.fi/>. The seminar emphasises work-in-progress submissions, and we strongly encourage submitting late-breaking results, working papers, as well as submissions from graduate and PhD students. The purpose of the seminar is to have peer-to-peer discussions and thereby provide support in refining and improving research work in this area. The seminar is organised in collaboration with the Centre of Excellence in Game Culture Studies<https://coe-gamecult.org/>.

The papers to be presented will be chosen based on extended abstract review. Full papers are distributed prior to the event to all participants, in order to facilitate discussion. The seminar will be chaired by Professor Frans Mäyrä, and there will be two invited expert commentators (to be announced later) to provide feedback on the papers.

The seminar is looking into partnering with a publisher so that the best papers would be invited to be further developed for publication in a special journal issue — or, appropriately, a book. In the past, we have collaborated with Analog Game Studies, Games and Culture, International Journal of Role-Playing, Simulation & Gaming, and ToDiGRA journals.

The seminar will be held at Tampere University, Finland. The seminar is free of charge. Remote participation will be possible as well. The seminar is augmented with a physical visit to The Finnish Museum of Games and other social programme.

Submission guidelines

The papers will be selected for presentation based on extended abstracts of 500-1000 words (plus references). Abstracts should be delivered in PDF format. Full paper guidelines will be provided with the notification of acceptance.
Our aim is that all participants can familiarise themselves with the papers in advance. Therefore, the maximum length for a full paper is 5000 words (plus references). The seminar presentations should encourage discussion, instead of repeating the information presented in the papers. Every paper will be presented for 10 minutes and discussed for 20 minutes.
Submissions should be sent to gamestudiesseminar@gmail.com.

Important dates

Abstract deadline: 21 January 2022
Notification of acceptance: 10 February 2022
Full Paper deadline: 8 April 2022
Seminar dates: 5-6 May 2022

More information available HERE

GAMERS4NATURE

Conference on Digital Games and Environmental Awareness

4 February 2022

Deadline for submission of abstract: 30 November 2021 NEW

WHAT IS THE AIM OF THIS CONFERENCE?

The Conference on Digital Games and Environmental Awareness intends to disclose, to share and to foment the discussion around research works, pedagogical experiences and other contexts, in which digital games or gamification are used to bring attention to the thematic of the environmental awareness.

The works to be submitted should be framed within the following themes: game design processes, game creation, gamification strategies, serious games, game-based learning, among others.

This conference is held in the context of the Gamers4Nature project. This project aimed to develop and implement strategies to encourage the active participation of young people (upper-secondary and undergraduate students) in the creation of games for mobile devices, as a way to promote a change in behaviour and awareness in relation to the environment, promoting knowledge about environmental conservation and biodiversity.

SUBMISSION

The extended abstracts should be between 500 and 800 words and 3 to 5 keywords, and can be submitted in Portuguese or English.
Submission will be made through the EasyChair platform (https://easychair.org/cfp/Gamers4Nature).
The best abstracts may be invited to submit a full paper (in English, 10-12 pages), for publication in a book (Springer, to be confirmed).
All publications must be original.

IMPORTANT DATES

  • Submission untilNovember 10th, 2021 November 30th, 2021
  • Notification of the acceptanceNovember 15th, 2021 December 15th, 2021
  • Submission of Camera-ready versionNovember 22nd, 2021 January 5th, 2022
  • Submission of Full-paper versionJanuary 7th, 2022 January 20th, 2022

More information available HERE

Doctoral Symposium

The Digital Media Doctoral Symposium (DMDS) provides an opportunity for the Digital Media Ph.D. students and Ph.D. Students of other doctoral programs to present and discuss their ongoing Ph.D. research work (e.g., research goals, preliminary ideas, research plan, initial/intermediate results), with experts in the field and peers. Students will receive feedback on the quality of their presentation and on the proposed research itself.

Integrated with Reboot, the doctoral symposium includes lecture sessions with keynote speakers with relevant scientific contributions in the field of Digital Media, as well as presentations by doctoral studens in the same area. Therefore, the doctoral symposium opens the door to a space that encourages discussion, sharing, and networking. On the one hand, it draws inspiration from the works exhibited at Reboot and, on the other, from the current and innovative lectures given by keynote speakers, as well as from ideas and preliminary works by doctoral students.

Doctoral Symposium Call For Abstracts Submission

The call for abstracts submission is open until October 22nd, 2021. The selected abstracts will be presented by the authors in the Doctoral Symposium Sessions program.

Recipients

This Doctoral Symposium is open to all the Digital Media Doctoral Program students from the University of Porto and University NOVA de Lisboa. Nonetheless, we also accept submissions from Ph.D. students of other Universities and Doctoral programs who have a specific interest in digital media and/or research works related to the digital media field. All submissions will be evaluated by the Symposium Scientific Committee and priority will be given to Ph.D. students at the beginning of their research journey that presents clear and concise submissions.

Call for Abstracts

Submission Guidelines

Submissions consist of extended abstracts of 1-page (max. excluding references, tables or figures) and must provide an overview of the student’s ongoing work. Key notes:

  • Only submissions by Ph.D. students will be considered;
  • The doctoral work must be related to the Digital Media field and with one one more of the Digital Media Doctoral Program specializations (Audiovisual and Interactive Content Creation; Industry, and Publics and Markets; Journalism; Technology);
  • Submissions must be single-author, on the topic of the doctoral work. The name of the supervisor must be clearly marked under the author’s name;
  • All submissions must be original;
  • Submissions must be in PDF format and only submissions through Easychair will be considered;
  • Submissions must be written in English;
  • Text body: 1-page max. (excluding references);
  • Keywords: 5 (maximum) that would best fit the content of your abstract;
  • Accepted submissions will be presented at the Symposium – 15 min (10 min presentation + 5 min discussion) / each;
  • Accepted submissions will be distributed to all participants and members of the event;
  • All rights of the submission contents are kept by the authors.

Please access the Easychair platform for submissions.

Venue

Porto, Portugal.
Accepted submissions require presentation at the Symposium.
Requests for remote presentations are evaluated on a case-by-case basis.

Important Dates

Submission deadline: October 22nd, 2021
Notification of acceptance: October 29th, 2021
Doctoral Symposium: November 8th – 9th, 2021

For more information, please visit the website.

INTED2022, the 16th annual International Technology, Education and Development Conference, will be held in Valencia (Spain) on the 7th, 8th and 9th of March, 2022.

INTED is one of the largest international education conferences for lecturers, researchers, technologists and professionals from the educational sector. After 15 years, it has become a reference event where more than 700 experts from 80 countries will get together to present their projects and share their knowledge on teaching and learning methodologies and innovations on educational technology.

ABSTRACTS SUBMISSION:

  • Abstracts should only be submitted online.
  • The deadline for abstract submission is November 18th, 2021.
  • There is a limit of two contributed submissions per registered author.
  • All abstracts must be submitted and presented in English.
  • Abstracts should be based on any of the topic areas listed in the section topics of this website or related areas.
  • Abbreviations should be defined the first time they appear in your text. Example: HEA (Higher Education Area), before being used as an abbreviation only. Please, do not define or use abbreviations in the title.
  • Please avoid complex mathematical formulas. For the symbols ≤ or ≥, type instead <= or >=.
  • Tables, charts or other graphics may not be included and will be deleted by the editors.
  • Abstracts may not have more than 3500 characters including spaces.
  • The minimum number of characters for an abstract to be reviewed is 1000 including spaces.
  • Authors should indicate their presentation preference: oralposter or virtual. The Programme Committee reserves the right to decide on the final allocation and presentation method.
  • Authors will have their personal access and password codes, in order to manage, edit, etc. their abstracts.
  • After having registered as an author, you will receive a confirmation by email with your login and password codes.
  • After registering your abstract, you will receive an email with your abstract ID.
  • If you encounter any problems during the submission process or you do not receive any confirmation by email please contact the Conference Secretariat: inted2022@iated.org
  • If you wish to make any corrections to an already submitted abstract or if you wish to submit other abstracts, you should use your personal access codes. Corrections to abstracts can only be made until the deadline: November 18th, 2021.
  • The notification of acceptance/rejection of the abstracts submitted will be sent to you via email by December 20th, 2021.

FINAL PAPER SUBMISSION:

  • If your abstract has been accepted, you should submit your Final Paper. The final paper length should be between 4 to 10 pages (including references). The template of the Final Paper is available in the templates section.
  • A paper should contain the description of your study and should be structured in different sections such as: Abstract, Introduction, Methodology, Results, Conclusions, Acknowledgements (if applicable) and References.
  • Please note that title and authors list should be coincident with the accepted abstract.
  • The references should be cited according to the Bibliography and Citation Style.
  • Contributions will only be published in the INTED2022 Proceedings if at least one of the authors of the paper is registered before January 13th, 2022 (in person or virtually).
  • If you wish to be a session chair, please email your request to inted2022@iated.org and indicate the topic area in which you are interested. Registration for the conference is required to be a session chair.

PUBLICATION

INTED2022 Proceedings will be produced with all the accepted abstracts and papers.
All accepted contributions will be included in the IATED Digital Library to form part of our database of innovative projects in Education and Technology.

This publication will be submitted for evaluation for its inclusion in Web of Science (Conference Proceedings Citation Index).

Since 2010, all INTED Conference Proceedings have been accepted and indexed in the Conference Proceedings Citation Index

Additionally, IATED is a member of Crossref, a not-for-profit membership organization for scholarly publishing working to make content easy to find, link, cite and assess. Due to this partnership, each published paper in INTED2022 Proceedings will be assigned a DOI number (Digital Object Identifiers) for its easy citation and indexation.

Important dates:

  • Abstract Submission Deadline: November 18th, 2021. (included) (*)
  • Notification of Acceptance/Rejection: December 20th, 2021.
  • Final Paper Submission Deadline: January 13th, 2022. (included) (*)
  • Registration deadline for authors: January 13th, 2022. (included) (*)
  • Virtual presentation deadline: February 8th, 2022. (included) (*)
  • Conference Dates: Valencia (Spain), March 7th, 8th and 9th, 2022.

(*) By midnight – 23:59 Los Angeles Time Zone

CFP: Cultural Representations in Games

Deadline: November 15, 2021

Call for Articles and Reviews for the Dossier on Cultural Representations in Games, to be published on Journal of Digital Media & Interaction, Number 11

* SCOPE*
Games have been part of our identity from ancient to today’s civilizations. They have been playing a key-role in connecting people (players and game creators) of multiple universes, providing them with the abilities to explore, expand, subvert, reframe, intervene, restore and rebuild historical and cultural realities, contexts or settings.

This special issue aims at gathering state-of-the-art, study cases and critical analysis of the usage, (co)creation and assessment of cultural representations in analog and digital games.

The indicative list of topics of interest for this special issue devoted to ‘Cultural Representations in Games’ includes, but is not limited to:
– Case studies of cultural representation in games
– Methodologies and instruments for critical analysis of cultural representation in games
– Game identity and self-expression
– Application of cultural and literary studies in games
– Cultural archives
– Semiotics of games
– Arts and History simulation in games
– Cultural value of games
– Games for a purpose
– Creativity in games
– Cultural diversity and interculturality in games and in game culture
– Games as open culture
– Cultural resistance in games
– Critical and art games dealing with cultural representarion

Articles and Reviews can be submitted in English, Portuguese, French or Spanish.

IMPORTANT DATES
Submission of full articles and reviews: November 15, 2021
Notification of revision: December 1, 2021
Revised version: December 15, 2021
Publication: December 30, 2021

Special Dossier Editors
Mário Vairinhos, Liliana Costa & Pedro Cardoso, University of Aveiro

* LINKS *
Submissions: https://proa.ua.pt/index.php/jdmi/about/submissions
Authors’ guidelines: https://proa.ua.pt/index.php/jdmi/author
Doc template: template_jdmi_2021.doc

Call for Articles and Reviews

Journal of Digital Media & Interaction

ISSN 2184-3120

The Journal of Digital Media & Interaction is an open access, international peer-reviewed research journal, published by DigiMediaUniversity of Aveiro.

JDMI is calling for articles and reviews within the scope of the Journal for the Number 11.

ARTICLES

Articles should follow the Template Guidelines, and should be between 4000 and 7000 words.

Articles should be anonymized for double-blind peer review.

REVIEWS

JDMI also accepts reviews of books/films/games/apps of interest within the scope of the Journal.

Reviews should be between 1000 and 2500 words.

Review texts are published in the Reviews section and are not subject to peer-review.

Important Dates
Submission of full articles and reviews: October 31, 2021
Notification of revision: November 25, 2021
Revised version:  December 15, 2021
Publication: December 30, 2021

Guidelines for authors
Articles and Reviews can be submitted in English, Portuguese, French or Spanish.
All submissions must be made through the OJS platform of the journal JDMI. Follow the authors’ guidelines and use our .doc template.

The International Branding Congress is an event organized by the International Association of Branding Researchers – Brand Observatory. With a cosmopolitan, inter-institutional and intercultural character, it brings together experiences and knowledge from different countries and professionals around the main trends in brands and brand management.

The VI International Congress on Branding: multiplicity and convergence will take place online and in person from April 27 to 30, 2022. Its main objective is to integrate academia and the market around the theme “multiplicity and convergence to build the value of brand”, bringing to the discussion the state of the art of theory and practice necessary to plan, implement and evaluate brand management in contemporary society.

SUBMISSION RULES
Authors are invited to submit full scientific articles (studies may still be in progress, but the work format for submission is “full scientific article”) that are related to the themes discussed in the following research groups:

  • Brand Management, Construction and Consolidation Strategies
  • Transparency, Ethics and Sustainability
  • Brand Protection and Evaluation
  • Branding Trends
  • Diversity and Inclusive Brands
  • Brand Discourse and Ideology
  • Brand Internationalization
  • Brand Methodologies and Research
  • Critical Scenarios: Brands and Crises

Deadline for submission: 30 October 2021

 

 

For more information on the required format of the article, check HERE

For more information about the congress, check the WEBSITE

The Design Research Society 2022 will take place between 25 June and 3 July 2022.

Catarina Lelis (DigiMedia member) is chair of track 8 – Innovation and Intelligence in Brand Design.

DRS 2022: https://www.drs2022.org

Submission deadline: 24 November 2021 01 December 2021
Conference: 25 June – 3 July

DRS2022 is hosted by the city of Bilbao in association with the University of the Basque Country (Universidad del País Vasco) and the wider ecosystem of local academic and design institutions. In 2014 Bilbao became a member of the UNESCO City of Design network. As such, it hosts a permanent Design and Creativity Council with a mission to promote design-oriented urban policies and to integrate goals related to the cultural and creative industries into local development plans. Bilbao recently joined the Global Destination Sustainability Index with a commitment to meet specific guidelines for the development of more sustainable conferences.

DRS2022 is also hosted online in a hybrid mode, with opportunities for new interactions between the place-based and online conferences. The extended conference format will give you the chance to experience the energy and creativity of Bilbao wherever you choose to participate from.

OPEN CALL FOR PAPERS

DRS2022 invites new paper submissions in an open call or theme-track. We embrace research looking at and using design in the widest possible sense, with interdisciplinary work particularly encouraged. More details of the theme tracks here.
Submission is for full papers only up to 5000 words, including abstracts and references, and should adhere to the conference paper submission guidelines and template, available for download below. All submissions must be in the English language.

Authors of accepted papers are required to register and present their work at the conference, either physically or virtually according to the hybrid nature of the event. All accepted papers will be published in the DRS Digital Library and available to view approximately one month before the beginning of the conference.

Paper submission system will be open from 1st September 2021 and full papers must be submitted by 24th November 2021.

More information about submissions: DRS 2022 Bilbao · Open Call for Papers

THEME – TRACKS

These are theme tracks proposed, in an open call, by groups of researchers interested in bringing together researchers working on particular areas, and tracks organised by the DRS’s Special Interest Groups. We also have an Open Call for papers covering a wide gamut of design research subjects; please submit your paper to either a Theme Track or the Open Call.

Catarina Lelis (DigiMedia member) is chair of track 8 – Innovation and Intelligence in Brand Design.

More information on theme tracks: DRS 2022 Bilbao · Theme – tracks

The 11th International Conference on Artificial Intelligence in Music, Sound, Art and Design (EvoMUSART) will take place on 20-22 April 2022, as part of the evo* event.

EvoMUSART webpage: www.evostar.org/2022/evomusart/

Submission deadline: 1 November 2021
Conference: 20-22 April 2022

EvoMUSART is a multidisciplinary conference that brings together researchers who are working on the application of Artificial Neural Networks, Evolutionary Computation, Swarm Intelligence, Cellular Automata, Alife, and other Artificial Intelligence techniques in creative and artist fields such as Visual Art, Music, Architecture, Video, Digital Games, Poetry, or Design. This conference gives researchers in the field the opportunity to promote, present and discuss ongoing work in the area.

Submissions must be at most 16 pages long, in Springer LNCS format. Each submission must be anonymised for a double-blind review process.

Accepted papers will be presented orally or as posters at the event and included in the EvoMUSART proceedings published by Springer Nature in a dedicated volume of the Lecture Notes in Computer Science series.

In addition, an agreement has been reached with Entropy journal (IF 2.524; JCR Q2; ISSN 1099-4300) whereby it will publish a special issue of EvoMUSART every year. Entropy journal has already published the special issues entitled “Artificial Intelligence and Complexity in Art, Music, Games and Design” for EvoMUSART 2020 (Volume 1) and 2021 (Volume 2). All papers accepted in EvoMUSART 2022 will be encouraged to submit to a new special issue of Entropy.

Indicative topics include but are not limited to:
* Systems that create drawings, images, animations, sculptures, poetry, text, designs, webpages, buildings, etc.;
* Systems that create musical pieces, sounds, instruments, voices, sound effects, sound analysis, etc.;
* Systems that create artefacts such as game content, architecture, furniture, based on aesthetic and/or functional criteria;
* Systems that resort to artificial intelligence to perform the analysis of image, music, sound, sculpture, or some other types of artistic objects;
* Systems in which artificial intelligence is used to promote the creativity of a human user;
* Theories or models of computational aesthetics;
* Computational models of emotional response, surprise, novelty;
* Representation techniques for images, videos, music, etc.;
* Surveys of the current state-of-the-art in the area;
* New ways of integrating the user in the process (e.g. improvisation, co-creation, participation).

More information on the submission process and the topics of EvoMUSART: www.evostar.org/2022/evomusart/

Flyer of EvoMUSART 2022: http://www.evostar.org/2022/flyers/evomusart

Papers published in EvoMUSART: https://evomusart-index.dei.uc.pt

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