posted by organizer: oliverkorn || 4652 views || tracked by 2 users: [display]

GameDynamics 2016 : Game Dynamics: A Compendium of Best Practices

FacebookTwitterLinkedInGoogle

 
When N/A
Where N/A
Abstract Registration Due Jul 8, 2016
Submission Deadline Sep 14, 2016
Notification Due Sep 28, 2016
Final Version Due Oct 28, 2016
Categories    game design   entertainment   computer science   procedural content generation
 

Call For Papers

Game Dynamics: A Compendium of Best Practices:
Springer International Series on Computer Entertainment & Media Technology

Editors
Oliver Korn (Offenburg University, oliver.korn@acm.org)
Newton Lee (Newton Lee Laboratories, newton@newtonlee.com)

Overview
Games are not only a highly interactive medium – they also “talk back”. Often game elements change dynamically, making virtual worlds more lively and realistic. Examples reach from shop inventories in role-playing games, over enemy placement and attack patterns, to complex behaviors of non-player characters. In many cases, these dynamics are driven by a combination of random seeds, player records and procedural algorithms. In some cases, games even incorporate the player’s real-world behavior (e.g. head movement) to create dynamic responses.

The purpose of this book is to show best practices of dynamic game processes. We are especially interested in examples illustrating how dynamic elements improve the user experience and increase a game’s replay value.

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.

Topics
Topics include, but are not limited to:
- dynamics in games, related to behaviors (e.g. NPC, enemies) and props (e.g. items, plants)
- user experience studies on the effect of dynamic game elements
- algorithms and tools to create game dynamics
- use of artificial intelligence to create dynamic NPC interaction
- incorporation of player behavior into games (e.g. via camera or depth sensor)
- using game dynamics to overcome design restrictions of mobile devices
- game dynamics in VR settings
- managing game dynamics in development teams

Submission
In the first step, we invite researchers and practitioners to submit a short chapter proposal (max. 900 words) by July 08, explaining the main concept of their article. Author anonymity is not required.
Please send the abstract to: game-dynamics-book@gaming-lab.org

Important Dates
July 08: Proposal Submission (max. 900 words)
July 22: Notification of Proposal Acceptance
September 14: Full Chapter Submission
September 28: Review Results Returned
October 28: Final Chapter Submission

All submitted chapters are peer-reviewed on a single-blind review basis (so you do not need to anonymize the text). Contributors may also be asked to work as reviewers.

Related Resources

Er(r)go game/play/idleness 2027   Er(r)go journal next issue – 55 (2/2027) – game/play/idleness
Ei/Scopus-ACEPE 2026   2026 3rd IEEE Asia Conference on Advances in Electrical and Power Engineering (ACEPE 2026)
IEEE-MLNLP 2026   2026 IEEE 9th International Conference on Machine Learning and Natural Language Processing (MLNLP 2026)
EDUAI 2026   3rd International Conference on Education and Artificial Intelligence
SCM 2026   9th International Conference on Soft Computing, Control and Mathematics
CAAIE 2027   7th Conference on Advanced Artificial Intelligence and Education
SPT 2026   3rd International Conference on Signal Processing Trends
NLAICSE 2026   3rd International Conference on NLP, AI, Computer Science & Engineering
ELEG 2026   7th International Conference on Electrical Engineering
IJESA 2026   International Journal of Embedded Systems and Applications