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Call for Papers
The main proceedings will published by ACM, and can be consulted through the ACM Digital Library.
All submissions should follow the ACM guidelines and styles. Download the Word template or the LaTeX docs (to be found on the ACM website) and submit as PDF via the conference submission system → .
Authors must indicate the specific category and track for their submission.
- Categories
- Tutorials (closed)
- Workshops (closed)
- Full papers (closed)
- Short Papers (closed)
- Work-in-Progress (closed)
- Demonstrations (closed)
- Fun and Games Design Competition (closed)
Categories
Fun and Games 2010 provides three different categories, namely
"Theory and Methods", "Game Design and Case Studies" and "Systems, Software and Enabling Technologies".
Theory and Methods
This category focuses on the development of theories, frameworks, models and methods to further our understanding of the game experiences. Formal studies and/or theoritical analyses of specific evaluation methods of interactive experiences and 'fun' are also welcomed in this category.
Game Design and Case Studies
This category focuses on the elaboration of game design and welcomes case
studies of developed and employed games for improvement of the player
experience, and/or serious games such as games for learning, games for
health, etc. Evaluations or user studies of specific implementations or game designs are also welcomed in this category.
Systems, Software and Enabling Technologies
This category focuses on innovative systems and technologies (e.g.,
prototypes, software, protocols, data formats, althorithms and
standards) that facilitate enhanced game experiences. Topics include
systems, frameworks, and technologies for interactive game environments,
multimodal interaction, embodied and tangible interaction,
personalization, and so on.
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Tutorials (for organizers)
Deadline: closed.
Tutorials should follow the ACM guidelines and styles. Download the Word template or the LaTeX docs (to be found on the ACM website) and submit as PDF via the conference submission system → .
Tutorials proposals should be a maximum of 2 pages, are not anonymized, and should contain the following information:
- A brief description of the tutorial
- A detailed outline of the tutorial
- Characterization of the tutorial as introductory, intermediate or advanced.
- Length of the tutorial (half-day, full-day)
- Characterization of the potential target audience, including prerequisite knowledge and a description of why the tutorial topic would be of interest to a substantial audience
- A brief resume of the presenter/s, which should include name, postal address, phone and fax numbers, e-mail address, background in the tutorial area, evidence of experience in game or user experience research, and evidence of teaching experience.
The tutorial proposals will be evaluated on the basis of the quality of the proposal, their benefits to participants and their fit within the overall programme. Factors to be considered include relevance, timeliness and audience appeal; suitability for presentation in a half-day or full-day format; use of appropriate presentation methods and exercises; past experience and qualifications of the instructors.
Tutorials that advocate a single avenue of research or promote a product will NOT be considered. Accepted tutorials might be cancelled if too few attendees register for the tutorial to support the costs of running it.
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Workshop proposals (for organizers)
Deadline: closed .
Workshop proposals should follow the ACM guidelines and styles. Download the Word template or the LaTeX docs (to be found on the ACM website) and submit as PDF via the conference submission system → .
Workshop proposals should be a maximum of 4 pages, are not anonymized, and should contain the following information:
- A brief technical description of the workshop, specifying the workshop goals and the technical issues that will be its focus.
- A discussion of why and to whom the workshop is of interest.
- A preliminary workshop agenda and a proposed schedule for organizing the workshop. This should include a brief description of how the organizers intend to encourage an atmosphere appropriate for a workshop, highlighting how you will stimulate interaction and creativity.
- The names and email addresses of the proposed workshop organizing committee. These people must be knowledgeable about the technical issues to be addressed and cannot all work at the same institution.
- The name of the primary contact for the organizing committee.
- A description of the qualifications of the individual committee members with respect to the field of human computer interaction, games design and game development.
- (If available) a list of workshops previously arranged by members of the proposed committee.
The purpose of workshops is to provide an informal setting where participants have the opportunity to discuss specific topics in an atmosphere that fosters the active exchange of ideas. To encourage interaction, each workshop will be limited to 15 participants and ample time must be allotted for general discussion. Arrange in the schedule at least half of the time for discussion, interaction or creative excercises (presentations should be minimal, and take up not more than half of the workshop time).
The workshop should result in a poster (created either during the workshop itself, if there is enough time, or after the workshop by the organizers) that can be displayed in the poster area and will be explained to interested conference attendees by one of the organizers or attendees during the Poster Session. Accepted workshops might be cancelled if too few attendees (less than 6) register for the workshop.
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Full Papers
Deadline: closed. Notification date: April 26th, 2010.
Full papers should follow the ACM guidelines and styles. Download the Word template or the LaTeX docs (to be found on the ACM website) and submit as PDF via the conference submission system → .
Full papers are eligible for the best paper award with a price of €500, handed out by the IBBT consortium, during the closing ceremony.
Full papers should present mature and complete work, offering a large and significant contribution to research on computer games development, experience design and fun.
- Full papers should be between 8 and 10 pages long (including figures and references).
- Full papers must be submitted in PDF format and anonymised - please remove names and affiliations from the first page and any other material that would allow authorship to be easily identified by the reviewers.
- When submitting your full paper, you will have to choose one of the three categories to submit your work to: "Theory and Methods", " Game Design and Case Studies" and "Systems, Software and Enabling Technologies" in order to ensure an optimal review process.
After acceptance, a final, revised camera ready version of the paper will be required in electronic form for publication in the proceedings.
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Short Papers
Deadline: closed. Notification date: April 26th, 2010.
Short paper submissions should follow the ACM guidelines and styles. Download the Word template or the LaTeX docs (to be found on the ACM website) and submit as PDF via the conference submission system → .
Short papers are eligible for the best paper award with a price of €500, handed out by the IBBT consortium, during the closing ceremony.
Short papers should also present mature work, offering a smaller but still significant contribution to user experience, game design and development, and related research, and is not intended for presenting preliminary results or work in progress (see posters).
- Short papers should be maximum 5 pages (including figures and references).
- Short papers must be submitted in PDF format and anonymised - please remove names and affiliations from the first page and any other material that would allow authorship to be easily identified by the reviewers.
- When submitting your short paper, you will have to choose one of the three categories to submit your work to: "Theory and Methods", " Game Design and Case Studies" and "Systems, Software and Enabling Technologies", in order to ensure an optimal review process.
After acceptance, a final, revised camera ready version of the paper
will be required in electronic form for publication in the proceedings.
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Work-in-Progress
Deadline: closed. Notification date: June 7th, 2010.
Work-in-Progress submissions should follow the ACM guidelines and styles. Download the Word template or the LaTeX docs (to be found on the ACM website) and submit as PDF via the conference submission system → .
Work-in-Progress submissions are intended for presenting preliminary results or work in progress. They are displayed as a poster at the conference. During a special Poster Session, you will have the opportunity to explain your work to other conference attendees.
- Work-in-Progress submissions should be submitted in the form of a short paper of maximum of 2 pages (including figures and references).
- Work-in-Progress papers must be submitted in PDF format and anonymised - please remove names and affiliations from the first page and any other material that would allow authorship to be easily identified by the reviewers.
- When submitting your poster paper, you will have to choose one of the three categories to submit your work to: "Theory and Methods", " Game Design and Case Studies" and "Systems, Software and Enabling Technologies", in order to ensure an optimal review process.
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Demonstrations
Deadline: closed. Notification date: June 7th, 2010.
Demonstration submissions should follow the ACM guidelines and styles. Download the Word template or the LaTeX docs (to be found on the ACM website) and submit as PDF via the conference submission system → .
Demonstration submissions should be
- a maximum of 2 pages (including figures and references)
- in ACM format and the potential of a live demonstration should be made clear.
- Additionally, a separate document (no special format) should be sent, including the technical details and requirements of the demo.
- Optionally, a demo video can be provided.
We are interested in demonstrations of all approaches on the full range of game development, experience design and fun.
We are particularly interested in contributions that cross the traditional disciplines of human computer interaction, games design and game development.
We encourage everyone (also authors of full and short papers) to do a demonstration of their work, if possible, because we want to make the conference as interactive as we can. During the conference, a demo-booth will be set-up where you can showcase your demo. At the minimum we will provide power and we will investigate other infrastructure and equipment possibilities for the selected demonstrations. During a dedicated demo session (at the same time as the poster submissions) participants can visit and give your demo their undivided attention. There will be plenty of time to show, explain and discuss your work.
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Fun and Games Design Competition
Deadline: May 21st, 2010. Notification date for nominees: June 9th, 2010. Award ceremony on September 17 during the conference closing session.
Game Design Competition submissions should follow the ACM guidelines and styles. Download the Word template or the LaTeX docs (to be found on the ACM website) and submit as PDF via the conference submission system → .
- Submissions should be maximum 5 pages (including figures and references).
- Submissions must be submitted in PDF format and anonymised -
please remove names and affiliations from the first page and any other
material that would allow authorship to be easily identified by the
reviewers. - The submission should contain information about the game's concept, target audience, technological and gameplay innovations.
- For games that are part of a research project (e.g. technological innovation, game design or intended effects), the submission should also include its research questions, methodology, implementation and results.
The Fun and Games Design Competition is open for students only:
- Participants must prove that they are enrolled at a high school or university during 2009 - 2010.
- Games have to be new, games from previous contests that already received considerable media attention are not allowed to enter the Fun and Games 2010 Game Design Competition.
- Group work can be submitted. The maximum development time of the game should not be higher than 72 man-months. Students are required to present a time sheet of the development.
- The games must be functional, meaning that people have to be able to get to the player experience at the conference. However, a fully finished game is not required, a playable demo/demo level is sufficient.
- Students are allowed to use game engines (Unreal, XNA, Unity,…), devkits and libraries to their likings.
- Games can run on any platform (PC, Mac, console, PDA, etc.), although we may ask developers who submit games that require special hardware that is difficult to obtain to submit a demonstration video of the game being played. Non-digital games are not acceptable.
- Before submitting a game, you must have obtained the permission of all persons or entities having any rights in the game.
- Games that make use of previously released commercial engines or technology are only
eligible if they have the legal right to exhibit the game as-is.
(NOTE: You do not necessarily need the right to publish the game to
exhibit.) - Games that make use of art and audio assets not created by the game authors are only
eligible if they have the legal right to exhibit the game as-is. - Game mods (game add-ons that require the installation of another game in order to be
played) are not eligible unless you provide a legal copy of the game
with submission for judging and bring a legal copy for exhibition.
- Nominees receive three free conference passes (excluding lunches and conference dinner), only one conference pass can be used by the mentor or teacher, the two other passes must be alotted to actual students that created the game.
- Nominees will be asked to transform the submitted paper in to a poster, dimensions, A0 (84 x 59,4 cm)
- Participants can install their game on September 15th, from 9am on and should be finished by latest by 1pm. The jury will play the games from 2pm to 5pm. It is recommended to have members of the development team present during the jury’s playing session. From 5:30pm, the game design competition will open for all visitors of the conference.
- We encourage you to keep your games on display until the end of the conference. Additionally, we suggest to keep copies of the demo paper at your booth or transform it into a poster (maximum size A0) to inform visitors.
- Nominees are invited to participate in the demo sessions as well, which will take place on September 17th from 10am-11am
- There will be four prices (best game (600€), two runners up (250€ each) and the “small team award” (work by 2 students or less, worth 100€)). The prices will be offered as Amazon.com gift cards and are sponsored by Microsoft Belgium.
- The entries will be evaluated for visual arts, game play and innovation. Award winners need to be present at the award ceremony on Friday. Awards that are not accepted during the ceremony will not be handed out.
- The award ceremony for the game design competition will be held during the closing ceremony on Friday, September 17th from 15:30pm-16:30pm. The winners need to be present at the closing ceremony to receive their price.
In cooperation with Microsoft → and Imagine Cup →








