Conference Information

ICEC' 2025: International Conference on Entertainment Computing

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Submission Date:
2025-03-17 Closed
Notification Date:
2025-05-09
Conference Date:
2025-08-27
Location:
Tokyo, Japan
Years:
24
ICORE: C   Viewed: 38915   Tracked: 1   Attend: 0
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ICEC'
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Conference Partner Index (CP-I)

54.4 / 100
Ranked #928 of 5,696 conferences · Top 17%
Academic recognition (35%)
58
Submission selectivity (20%) No data - scored at the neutral baseline of 50 —
Editions held (20%)
87
Community attention (10%)
15
Public record completeness (15%)
35

Inputs used: Listed as ICORE C · Editions on record: 24 · Researchers following it here: 1 · Researchers who opened this page in the past 24 months: 2

Missing from the public record: Historical acceptance rates (+4.5) · Past editions (+3.0) · Best-paper records (+2.3)
Organizers can add these from this page after claiming the conference; scores are recomputed nightly. How to raise this score

Confidence 80% - the share of the score backed by observed data rather than the neutral baseline. How this score is calculated · Browse the ranking · Algorithm version 1.1 · Computed 2026-10-14

Call For Papers

ICEC' 2025 (International Conference on Entertainment Computing) is a ICORE C conference held in Tokyo, Japan on 2025-08-27. The paper submission deadline is 2025-03-17. Acceptance notifications are sent on 2025-05-09.

Aims IFIP TC14 aims to encourage research, development and sharing of innovative ideas, models and practices, on computer applications in entertainment. To enhance computation and use studies in this field, the technical program committee invites original submissions. Topics Topics can include but are not limited to: 1. Design and Analysis Game Design: Theory, Creation & Testing Interactive Narratives & Digital Storytelling Entertainment Robots, Toys & Smart Gadgets Social Media / Social Computing Entertainment New Genres of Interactive & Digital Entertainment 2. Digital Art & Installations Controllers for Musical Expression Music Collaboration Tools Public Interactive Art Installations Interactive Art, Performance and Novel Interactions 3. XR Entertainment Virtual/Augmented/Mixed Reality & Games Ubiquitous/Pervasive Entertainment TransMedia Storytelling Metaverse Entertainment 4. Serious Games Games for Learning, Health & Well-Being Games For Change & Social Impact Games Exergaming Advergames and Digital Marketing 5. Inclusivity of Gaming and Interactive Entertainment Game Accessibility Hardware Guidelines for Inclusive Design Special Needs Considerations Theoretical Foundations and Ethical Issues 6. Experiential Aspects in Entertainment Emotions and Affective Interaction Theoretical Basis of Entertainment Social / Cultural Impacts of Digital Entertainment Entertainment for Purpose & Persuasion 7. Computational Methodologies for Entertainment Artificial Intelligence & Machine Learning for Entertainment Procedural Content Generation Computer Graphics & Visual Effects Big Data in Entertainment Security & Privacy in Entertainment Algorithmic research on board and card games New types of entertainment using information technologies Hardware technology research and development to implement entertainment systems Non-traditional human interface technologies for entertainment
Last updated by Dou Sun on

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CCFFull NameImpact FactorPublisherISSN
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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