[game_edu] cfp - sandbox - corrected submission dates

drew davidson drew at waxebb.com
Thu Jan 26 15:16:17 EST 2006

correction on dates...

Submission of full paper (long or short): 1 May 2006
Submission of camera-ready papers: 1 July 2006

Sandbox: an ACM Video Game Symposium
Collocated with SIGGRAPH 06
29 July & 30 July, 2006, Boston, MA, USA

ACM is hosting a two-day video game symposium on 29 July and 30 July 
in 2006, co-located with SIGGRAPH 06 in Boston, MA, USA. The 
symposium will consist of keynotes, panels and papers.  In addition, 
a "Hot Games" session will preview unreleased titles from major game 
companies and indie developers.

Video games are a singular technological medium, comparable in 
cultural impact to the telephone, television or the Internet. How can 
we advance the state of technology while ensuring that the medium 
flourishes?  What role do Indie developers play in maintaining 
diversity and creativity in this medium?  What are the impacts of the 
medium on society and on individuals?

The symposium seeks papers that describe research and ideas that are 
original and innovative.  Technical papers should contain an 
empirical evaluation and an explicit description of the advantages of 
the proposed technique. Other papers should meet the standards of 
their respective disciplines (e.g. economics or media studies) and 
will be peer-reviewed.  Selected papers will be those that are judged 
to have the greatest potential for either immediate or long-term 
impact on the field of game development

Developers and researchers from all related disciplines are invited 
to participate in this event and to exchange ideas, theories and 
experiences regarding the state of the field.  We seek contributions 
from the technical, creative, independent and academic communities 
that design and develop video games and related technology, and also 
from observers of video games and their impact on society and on 


Topics should center on critical and analytical approaches to video 
games. The focus is threefold: (1) industry and scholarly 
perspectives on how video games are designed and developed; (2) 
analysis of the experience and pleasures of game play; (3) critical 
articles on the value and significance of video games as cultural 
artifacts. Throughout, topics should focus on close readings and 
critical analysis of the design and development aspects of creating 
unique game experiences. While MMOs, Serious Games, simulations, and 
pervasive/mobile games are well researched, the committee also 
invites submissions that explore games from the wide range of popular 
console and PC titles. Studies of major games with significant player 
bases are encouraged. The committee welcomes interdisciplinary and 
comparative approaches to video game criticism, as well as those from 
the technical, social sciences and the humanities. We invite work 
across game platforms and titles, on games and literature, games and 
film, economics, media studies, communication, sociology, games and 
art, and games and other digital media.

Examples of some topic areas that are of interest include, but are 
not limited to:

Real-time animation and computer graphics for video games
Distributed simulation and communication in multi-player games
Game console hardware and software
Psychophysics and user interfaces
Artificial intelligence in games
Interactive physics
Uses of GPU for non-graphical algorithms in games
Multi-processor techniques for games
Speech and vision processing as user input techniques
Development tools and techniques
Procedural art
Sound Design and music in games
Mathematical Game Theory applied to video games
Cinematography in games
Game design and game genres
Story structure (setting, plot, character, theme) in games
Games (Casual, Serious, Mobile, Networked, Alternative Reality, 
Ubiquitous, Pervasive, etc.)
Legal, political, and societal impacts
Women and diversity in games
Gamer culture and community; such as modding communities, LAN 
parties, creative gamer content and machinima
Independent game developers
Economics and business of the game industry
Game production and labor
Negotiating intellectual property issues in development
Trade offs between creativity and branding in design and production
Alternative distribution models

Please submit full papers, not abstracts. Accepted formats:
-Long Paper (max. 10 pages)
-Short paper (max. 4 pages)
All papers will be reviewed by an independent review committee, which 
will provide written feedback on each paper.  ACM will publish the 
proceedings and papers will be archived in the ACM Digital Library.

Submission of full paper (long or short): 1 May 2006
Submission of camera-ready papers: 1 July 2006
Submission of Hot Game demo: 1 July 06 *

Conference Chair: Drew Davidson (drew at waxebb.com)
Program Chair: Alan Heirich (alan.heirich at playstation.sony.com)
Program Chair: Doug Thomas (douglast at usc.edu)

* NOTE: There will be a specific call for Hot Games entries. In order 
to get the most contemporary games, the Hot Games session has a later 
submission date, but interested parties are welcome to submit ideas 
for the session earlier.


|  drew davidson, ph.d.	  
|  faculty | etc @ cmu
|  academic department director @ aip & aio
|  game art & design | interactive media design

|  mailto:drew at waxebb.com | http://waxebb.com
|  mailto:drdrew at cmu.edu | http://www.etc.cmu.edu
|  mailto:ddavidson at aii.edu | http://www.aip.aii.edu

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