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NetGames 2016 : NetGames 2016 : The 2016 International Workshop on Network and Systems Support for Games


When Nov 3, 2016 - Nov 4, 2016
Where Delft, the Netherlands
Submission Deadline Aug 20, 2016
Notification Due Oct 1, 2016
Final Version Due Oct 20, 2016

Call For Papers

NETGAMES 2016 Call For Papers
The 15th Annual Workshop on Network and Systems Support for Games
November 3-4, 2016, Delft, the Netherlands

Full/Short paper deadline: August 20, 2016
Demo submission deadline: September 1, 2016
Notification of decisions: October 1, 2016
Registration/ Final Paper Due: October 20, 2016
For all deadlines, we consider 23:59:59, Anywhere on Earth time.

The 15th Annual Workshop on Network and Systems Support for Games (NETGAMES 2016) will be held at the Delft University of Technology, Delft, the Netherlands, on November 3-4, 2016. NETGAMES brings together researchers and practitioners from academia and industry across the globe to present their latest research on the challenges of today's networked games, and to further understand the requirements and explore the possibilities of future generations of networked games. NETGAMES will also have a keynote and panel discussions with participants (or invited talks) from both academia and industry. NETGAMES also aims to develop a new generation of young game developers, through its Game Jam focused on multiplayer games.

Submissions are solicited on all aspects of networked games, including (but not limited to):
- Scalability, cloud support, client-server, and P2P/edge-centric architectures;
- Efficient message distribution and network protocol design;
- Latency issues and lag compensation techniques;
- Network traffic modeling, measurement, and impact on network infrastructure;
- System benchmarking, performance evaluation, and provisioning;
- Operating system enhancements, service platforms, and middleware;
- Massively Multiplayer Online Gaming (MMOG) and Online Social Games (OSG);
- Multiplayer usability and user behavior studies;
- Personal communication and conferencing in games;
- Mobile games, resource-constrained systems, and context-based adaptation;
- Quality of service, quality of experience, and content adaptation;
- Dynamic and user-generated content authoring and management;
- Security, authentication, accounting, and digital rights management using ICT;
- Detection and prevention of cheating and other malicious behavior;
- Social networking in multiplayer games;
- Data analytics and visualization support for game research and game studies.


Submission link:

NETGAMES 2016 welcomes full papers to be presented in the single-track program, extended abstracts (short papers) reporting work-in-progress to be presented with a poster during the poster and demo session, and demos showing original research prototypes.

Reviews will be single-blind; authors must include their names and affiliations on the first page. Papers should not be under review at another venue or been previously published elsewhere; if in doubt, we refer to the IEEE Guidelines for Handling Plagiarism Complaints.

All papers must be submitted according to the IEEE Conference Proceedings format [] with the following length requirements:

Full papers 6 pages
Short papers 3 pages
Demos 3 pages

Submission of a paper for review also constitutes the agreement that at least one author will register and attend the workshop if the paper is accepted. Accepted and presented papers will be published in the workshop proceedings. IEEE reserves the right to exclude a paper from distribution after the conference, including IEEE Xplore® Digital Library, if the paper is not presented by the author at the conference.

Dewan T. Ahmed (University of North Carolina at Charlotte, USA)
Grenville Armitage (Swinburne University of Technology, Australia)
Khaled Boussetta (University of Paris 13, France)
Philip Branch (Swinburne University of Technology, Australia)
Surendar Chandra (Datrium Inc, USA)
Kuan-Ta Chen (Academia Sinica, Taiwan)
Mark Claypool (Worcester Polytechnic Institute, USA)
Raluca Diaconu (Orange Labs, UPMC/LIP6, France)
Magda El Zarki (University of California, Irvine, USA)
Herman Engelbrecht (Stellenbosch University, South Africa)
Wu-chang Feng (Portland State University, USA)
Chris GautierDickey (University of Denver, USA)
Steven Gianvecchio (College of William & Mary, USA)
Carsten Griwodz (Simula Research Laboratory, Norway)
Cheng-Hsin Hsu (National Tsing Hua University, Taiwan)
Alexandru Iosup (Delft University of Technology, The Netherlands)
Yutaka Ishibashi (Nagoya Institute of Technology, Japan)
Bettina Kemme (McGill University, Canada)
Jiangchuan Liu (Simon Fraser University, Canada)
Yan Lu (Microsoft Research Asia, China)
Marcus Maertens (Delft University of Technology, the Netherlands)
Maja Matijasevic (University of Zagreb, Croatia)
Ketan Mayer-Patel (University of North Carolina at Chapel Hill, USA)
Sebastien Monnet (University Savoie Mont Blanc, France)
Wei Tsang Ooi (NUS, Singapore)
Claudio Palazzi (University of Padua, Italy)
Andreas Petlund (Simula Research Laboratory, Norway)
Daniel Pohl (Intel Labs, Germany)
Jose Saldana (University of Zaragoza, Spain)
Gregor Schiele (Digital Enterprise Research Institute, Ireland)
Siqi Shen (National University of Defense Technology, China)
Shervin Shirmohammadi (University of Ottawa, Canada)
Gwendal Simon (Telecom Bretagne, France)
Lea Skorin-Kapov (University of Zagreb, Croatia)
Mirko Suznjevic (University of Zagreb, Croatia)
Bernard Wong (University of Waterloo, Canada)

Alexandru Iosup, Delft University of Technology

Otto Visser, Local Chair
Jesse Donkervliet, Game Event Co-Chair
Ernst van der Hoeven, Game Event Co-Chair

For more details, please visit the web site [], or
contact the workshop Chair, Alexandru Iosup [].

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