FDG: Foundations of Digital Games

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Past:   Proceedings on DBLP

Future:  Post a CFP for 2021 or later   |   Invite the Organizers Email

 
 

All CFPs on WikiCFP

Event When Where Deadline
FDG 2020 Foundations of Digital Games
Sep 15, 2020 - Sep 18, 2020 Bugibba, Malta Jan 27, 2020 (Jan 13, 2020)
FDG 2019 Foundation of Digital Games 2019
Aug 26, 2019 - Aug 30, 2019 San Luis Obispo, CA, USA May 10, 2019
FDG 2018 Foundations of Digital Games
Aug 7, 2018 - Aug 10, 2018 Malmö, Sweden Mar 12, 2018
FDG 2017 Foundations of Digital Games
Aug 14, 2017 - Aug 17, 2017 Hyannis, MA, USA Mar 6, 2017
FDG 2015 FOUNDATIONS OF DIGITAL GAMES 2015
Jun 22, 2015 - Jun 25, 2015 Pacific Grove, CA Feb 13, 2015
FDG 2013 Foundations of Digital Games
May 14, 2013 - May 17, 2013 Chania, Crete, Greece Dec 10, 2012
FDG 2012 Foundations of Digital Games
May 30, 2012 - Jun 1, 2012 Raleigh, North Carolina, USA Dec 19, 2011
FDG 2011 Foundations of Digital Games
Jun 28, 2011 - Jul 1, 2011 Bordeaux, France Feb 16, 2011
FDG 2009 The Fourth International Conference on the Foundations of Digital Games
Apr 26, 2009 - Apr 30, 2009 Disney Wonder Cruise Dec 19, 2008
 
 

Present CFP : 2020

Theme

Inspired by the rich history of Malta which spans over 7 millennia, the theme for FDG 2020 is "Games and their Heritage". While this theme seems especially suited for academics interested in archeology and games, its topics are not limited to social sciences. For game criticism, the theme is appropriate for a reflection on ethics in video games—as well as ethics in game academia, which is becoming ever-more relevant. Games for a purpose around cultural heritage, history education etc. can be highlighted. The theme can challenge current practices in game technology and AI, focusing on ensuring replicability and the creation of persistent repositories, corpora or shared wiki-spaces. For game design and player experience, the theme motivates comparisons of past and current games in the same genre, or remakes of the same game. More broadly, "games and their heritage" is a relevant theme to incentivize surveys and meta-reviews of past work.

Paper Submissions

FDG invites authors to submit short (5-6 pages excluding references) or full papers (7-10 pages excluding references) reporting new research. Both short and full papers need to be anonymized and submitted in the ACM SIGCONF version of the ACM Master Template to a paper track. Accepted papers will be included in the proceedings under their track. When submitting, authors are requested to select one of the following tracks that fits most closely with their submission.

Game Artificial Intelligence

This track focuses on the many applications of computational and artificial intelligence to the playing, design, development, improvement, and testing of video games. Topics include general game-playing AI, procedural and player-driven content generation, mixed-initiative authoring tools, computational narrative, believable agents, and AI assisted game design.

Game Design and Development

This track focuses on research that furthers the practice of game design and development. Submissions that examine, validate, invalidate, or create game making practices, patterns, mechanics, dynamics or aesthetics are encouraged to submit. Such work includes innovative and alternative methods of design, practical examinations of implementation protocol, socio-cultural critique of game-making culture, and empirical analysis of game-making processes and more. The focus of this track is scholarly examination of game design and development, as produced through case studies, A/B testing, review of literature, comparative analysis or other such appropriate efforts.

Game Criticism and Analysis

This track calls for papers that approach the criticism and analysis of games from humanities-informed perspectives. Submissions are encouraged from scholars engaging in narrative, visual and software studies approaches to games and games criticism using methodologies such as archival research, hermeneutics, and oral history. This track will also consider critical theoretical and/or historical analysis of games, and game genres from perspectives such as (but not limited to) postcolonial theory, feminism, historicism, subaltern studies, queer theory, the environmental humanities, and psychoanalysis.

Computer-Human Interaction and Player Experience

This track focuses on the exploration of different ways for designing and implementing interaction between the player and the game, as well as on understanding the experiences derived from those interactions. This track will consider qualitative and quantitative experimental studies. Topics include, but not limited to, persuasive games, augmented reality, virtual reality, novel controllers, user research, and player psychology.
Game Analytics and Visualization

This track is suitable for all papers pertaining to aspects of game data science, analytics and game data visualization. This includes work based on player behavioral data analysis, including player modeling, churn analysis, and creating or understanding players' profiles as well as aspects of business intelligence, such as performance evaluation or workflow optimization. Papers submitted to this track should present contributions that advance the current state-of-the-art, taking into account the knowledge bases in academia and industry, of players, play behaviors, processes or performance. We encourage submissions that span methodological approaches including quantitative, qualitative and mixed-methods, as well as novel contributions to methodological approaches. Examples of topics include visualization of game data, analysis of behavioral (or other) game data, advances in methodological approaches to analyze and visualize game data, as well as applying or expanding statistical methods, machine learning, including deep learning, and AI, as well as visualization algorithms used to collect or analyze game data.

Game Technology

This track is suitable for papers on game engines, frameworks, computer graphics techniques, rendering, animation, networking, novel interaction techniques (such as virtual reality, augmented reality, and alternate controller schemes) and other technical areas. Papers submitted to this track should advance our technical knowledge in creating games. Papers on analytics, visualization and artificial intelligence should be submitted to the more specific track and not this one.
Games beyond Entertainment

This track calls for papers showing results on the use of games, gaming, and game design for primary goals that are not entertainment. Topics include serious or transformational games, games with a purpose, advergames and exergames, gamification and gameful design, game-based learning and curricula, informal learning in games, and educational and other 'serious' uses of entertainment games and gaming practices. Authors are encouraged to highlight the importance of the target problem that the game is addressing, and how their design or research findings makes a contribution to the current state of research on games for a purpose.

Game Education

This track is concerned with the teaching of games, game development and design, and game-related concepts at all levels of education and training. Topics include design and development of curricula, instructional methods, teaching tools and techniques, assessment methods, learning/instructional activities, collegiate game programs, e-sports and educational program management. (Note: for research in gamified and game-based learning, please submit to Games beyond Entertainment track, unless it is work on game-based/gamified learning of game concepts).
 

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