会议信息

GET 2026: International Conference Game and Entertainment Technologies

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截稿日期:
2026-05-08 Extended
通知日期:
2026-06-05
会议日期:
2026-07-25
会议地点:
Valencia, Spain
届数:
19
浏览: 19721   关注: 2   参加: 1

会伴指数 (CP-I)

51.2 / 100
全站第 1,332 名 / 共 5,682 个会议 · 前 24%
学术认可 (35%) 无数据 —— 按中性基准 50 分计入
投稿选择性 (20%) 无数据 —— 按中性基准 50 分计入
会议传承 (20%)
81
社区关注 (10%)
23
资料公开度 (15%)
35

用到的输入: 有据可查的届次:19 · 在会伴关注它的研究者:2 人 · 过去 24 个月打开过本页的研究者:4 人

公开资料里还缺: 历年录用率 (+4.5) · 历届信息 (+3.0) · 最佳论文记录 (+2.3)
主办方认领本会议后,可直接在这一页补上;分数每晚重算。如何提升这个分数

置信度 45% —— 分数中有多大比例来自实际观测到的数据,而不是中性基准。 这个分数是怎么算出来的 · 查看完整榜单 · 算法版本 1.1 · 算于 2026-09-19

征稿

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
Natalia Teixeira 最后更新于

相关期刊

CCF全称影响因子出版商ISSN
Entertainment Computing2.4Elsevier1875-9521
AIEEE Transactions on Multimedia9.7IEEE1520-9210
CKnowledge-Based Systems7.2Elsevier0950-7051
BSoftware & Systems Modeling3.2Springer1619-1366
AIEEE Transactions on Computers3.8IEEE0018-9340
CFuture Generation Computer Systems5.9Elsevier0167-739X
CNeurocomputing6.5Elsevier0925-2312
CPattern Recognition Letters3.9Elsevier0167-8655
BPattern Recognition7.6Elsevier0031-3203
IEEE Access3.6IEEE2169-3536

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