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GET 2026: International Conference Game and Entertainment Technologies

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투고 마감일:
2026-05-08 Extended
통보일:
2026-06-05
개최일:
2026-07-25
개최지:
Valencia, Spain
개최 횟수:
19
조회: 18764   팔로우: 2   참가: 1

논문 모집

GET 2026 (International Conference Game and Entertainment Technologies) is an academic conference held in Valencia, Spain on 2026-07-25. The paper submission deadline is 2026-05-08 (extended). Acceptance notifications are sent on 2026-06-05.

Known to have been enjoyed since at least 30 BC, games and entertainment are a universal part of human experience and present in all cultures. Games and entertainment activities contribute to the social, emotional, psychological and physical well-being of human society. As game and entertainment technologies become increasingly more pervasive we are continually challenged in our work, learning and personal life by increased access to virtual spaces and communities that offer opportunities for everyday needs and aesthetic experiences. The ‘Creative Industries’ require design and development structures, techniques and methodologies that enrich, enhance and encourage new interaction modes, metaphors and in-depth co-creation. This conference aims to bring together research and practice from creative, social and business practitioners and researchers in this challenging field. The focus of this conference is on design, development and evaluation of games, entertainment technologies and the nature of play. Topics for this conference include, but are not limited to: – Development methodologies – Design issues – Controversial issues – we welcome debate and dissension, for example; games as art, entertainment as purely for monetary returns etc – Special Effects – Animation – Mobile and ubiquitous games and entertainment – Serious Games –applications, critiques – Philosophical issues – Prototypes – Social and cultural uses of/for Play – Tools and technologies – Skills, strategy, rules and chance – Genre – Immersiveness and engagement – Research methodologies in creative practice – Usability and playability – User/player centered design – Psychological, social, and cultural differences in perception and participation – Communities, networks, social interaction and social capital – Cross-cultural and intercultural approaches – Assessment of exploratory learning approaches – Emerging practices – eSports
최종 수정: Natalia Teixeira ()

관련 학회

CCFCOREQUALIS약칭정식 명칭투고 마감통보일개최일
GAME-ONEuropean GAME-ON Conference on Simulation and AI in Computer Games2020-05-152020-07-032020-09-23
A*A1SIGIRInternational Conference on Research and Development in Information Retrieval2026-01-152026-04-022026-07-20
A*A1AAAIAAAI Conference on Artificial Intelligence2026-07-212026-11-302027-02-16
A*A1CVPRIEEE Conference on Computer Vision and Pattern Recognition2025-11-062026-02-202026-06-03
BA1ICRAInternational Conference on Robotics and Automation2025-09-152026-06-01
A*A1IJCAIInternational Joint Conference on Artificial Intelligence2026-01-312026-08-15
A*A1STOCACM Symposium on Theory of Computing2025-11-042026-02-012026-06-22
CBA2ICCInternational Conference on Communications2025-10-132026-01-122026-05-24
AA2IJCNNInternational Joint Conference on Neural Networks2025-01-152025-03-312025-06-30
BA1ICASSPInternational Conference on Acoustics, Speech and Signal Processing2026-09-162027-01-132027-05-16

관련 저널

CCF정식 명칭영향력 지수출판사ISSN
Entertainment Computing2.4Elsevier1875-9521
BIEEE Transactions on Multimedia9.7IEEE1520-9210
CKnowledge-Based Systems7.2Elsevier0950-7051
BSoftware & Systems Modeling3.2Springer1619-1366
AIEEE Transactions on Computers3.8IEEE0018-9340
CFuture Generation Computer Systems6.1Elsevier0167-739X
CNeurocomputing6.5Elsevier0925-2312
CPattern Recognition Letters3.9Elsevier0167-8655
BPattern Recognition7.6Elsevier0031-3203
IEEE Access3.6IEEE2169-3536

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