# NGES — International Conference on Next-generation Gaming and Entertainment Systems

- **Submission deadline**: 2026-11-20
- **Notification date**: 2027-01-20
- **Conference date**: 2027-03-15
- **Location**: San Antonio, Texas, USA
- **Trackers**: 0
- **Attendees**: 0
- **Canonical page**: https://www.myhuiban.com/conference/5974

## Call for papers

Conference Scope The International Conference on Next-generation Gaming and Entertainment Systems (NGES) convenes at a pivotal moment for interactive entertainment: as research and practice evolve from Traditional game systems toward NGES. Where classical game systems focused on fixed platforms and authored content, next-generation entertainment asks how intelligent, immersive, and connected systems reshape play, production, and culture. NGES 2027 invites rigorous work that designs, builds, evaluates, or studies gaming and entertainment systems at the frontier of technology and experience. Under the theme “Immersive Play & Intelligent Worlds,” The 2027 conference examines how next-generation gaming and entertainment systems can deliver richer play, deeper immersion, and more meaningful shared experiences — through advances in systems, interaction, content, and player well-being. We seek contributions that bridge engines and player experience, AI-driven content and creative practice, and technical innovation with accessibility, fairness, and cultural impact — helping the field move toward entertainment systems that are immersive, intelligent, and worth sharing. The program is organized into two tracks — Systems, Engines & Immersive Technologies and Play Experience, Culture & Entertainment Ecosystems — reflecting the full arc from how interactive worlds are engineered to how they are played, produced, and situated in society. Topics include, but are not limited to, those listed below. Cross-disciplinary and cross-track submissions are welcome. Research Tracks Two tracks structure the research program. Track A centers on the technologies that power next-generation entertainment — engines, graphics, networking, XR, and AI for games. Track B examines play experience, design, communities, culture, and the entertainment ecosystems in which those systems live. Track A · Systems, Engines & Immersive Technologies Game Systems, Engines & Immersive Tech Realtime systems, platforms, and intelligent pipelines that make next-generation interactive entertainment possible This track centers on the engineering foundations of gaming and entertainment systems — engines, rendering, simulation, networking, XR platforms, and AI-driven pipelines. It asks how next-generation architectures can deliver richer worlds, lower latency, smarter content tools, and more scalable shared play across devices and modalities. We seek research that designs, builds, evaluates, or critically examines the technical substrate of interactive entertainment — from novel engine features and cloud gaming stacks to immersive interfaces and intelligent production tools. Submissions may draw on systems, graphics, networking, AI, multimedia, or HCI methods; research on any platform, genre, or production context is welcome. Research themes & topics Game engines, tooling & authoring systems Engine architecture, editor workflows, modular pipelines, and tools that accelerate creative production Realtime graphics, rendering & simulation Lighting, geometry, physics, animation systems, and performance for next-gen visual fidelity XR, spatial computing & immersive platforms VR/AR/MR entertainment systems, presence, haptics, tracking, and spatial interaction hardware/software Networking, multiplayer & cloud gaming Latency mitigation, synchronization, matchmaking, streaming architectures, and scalable live services AI for gameplay, NPCs & procedural content Adaptive difficulty, behavior trees and learning agents, PCG, and intelligent world population Generative AI for entertainment production Asset generation, dialogue systems, level design assistance, and AI-assisted creative pipelines Cross-platform & edge entertainment systems Mobile, console, PC, and hybrid deployments; performance portability and device-aware experiences Interactive audio, music & multimodal systems Spatial audio, adaptive soundtracks, voice interaction, and multimodal entertainment interfaces Telemetry, analytics & live-ops infrastructure Player data pipelines, experimentation platforms, content update systems, and operational reliability Security, integrity & anti-cheat systems Fair play enforcement, account security, content protection, and trustworthy competitive platforms Performance, energy & sustainable systems Efficiency for high-fidelity play, carbon-aware infrastructure, and greener entertainment platforms Novel controllers, sensing & embodied input New input devices, biometric sensing, full-body interaction, and accessibility-oriented hardware Track B · Play Experience, Culture & Entertainment Ecosystems Players, Design, Culture & Industry How people play, create, compete, and make meaning with next-generation entertainment systems Entertainment systems succeed or fail in play. This track examines player experience, game design, communities, esports, creative labor, and the cultural and industrial contexts of next-generation gaming. It asks how immersive and intelligent systems affect engagement, inclusion, identity, and the health of entertainment ecosystems. We invite rigorous work — from any discipline — that studies, designs, or critiques play and entertainment practice. This includes accessibility and inclusive design, narrative and interaction design, community moderation, esports and spectatorship, industry studies, and ethical questions around engagement, monetization, and well-being. Research that connects player experience to real systems and platforms is especially welcome. Research themes & topics Player experience, immersion & engagement Flow, presence, motivation, onboarding, retention, and evaluation methods for playful systems Game design, narrative & interactive storytelling Mechanics, level design, branching narrative, emergent storytelling, and design methodologies Accessibility & inclusive play Design for diverse abilities, adaptive interfaces, localization, and equitable access to entertainment Esports, competitive play & spectatorship Tournament systems, fairness, coaching analytics, fan experience, and broadcast technologies Communities, social play & multiplayer culture Guilds, co-op dynamics, toxicity mitigation, moderation, and healthy online communities Well-being, healthy engagement & player safety Addiction-aware design, dark patterns, youth safety, and long-term effects of play Streaming, creators & participatory entertainment Live content ecosystems, creator tools, UGC platforms, and audience–player hybrid experiences Industry, studios & creative labor Production practices, crunch culture, indie ecosystems, platform economics, and creative work Monetization, live services & player economies Battle passes, virtual goods, fairness of economies, and player perceptions of value Cross-cultural play & global entertainment Localization, cultural adaptation, Global South perspectives, and transnational player communities Games for learning, health & serious play Educational games, therapeutic applications, simulation training, and transfer of playful systems Ethics, sustainability & responsible entertainment Environmental impact, data ethics, representation, and governance of entertainment platforms

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Source: Conference Partner — https://www.myhuiban.com/conference/5974 (rankings reproduced from CCF / ICORE / QUALIS; data cached up to 1 hour)
