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PCG-Book-17 2016 : Procedural Content Generation in the Game Industry, Call for Chapters


When Feb 21, 2016 - Oct 23, 2016
Where N/A
Abstract Registration Due Feb 29, 2016
Submission Deadline Jun 12, 2016
Notification Due Jul 24, 2016
Final Version Due Sep 25, 2016
Categories    human computer interaction   games   computer science   procedural content generation

Call For Papers

Call for Chapters

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

Oliver Korn (Offenburg University,, Newton Lee (Newton Lee Laboratories,

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 enthusiasts.

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 sections.
- section 1 briefly describes the historical and mathematical background of PCG
- 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:

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.

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