Call for Papers

The IEEE CTSoc International Conference on Gaming, Entertainment & Media (GEM) is for researchers and practitioners in all forms of games, entertainment, and media. Our goal is to consider the social, political, cultural, and philosophical impacts of applying these technologies for the betterment of humanity.

GEM encompasses all aspects of interactive digital media including digital games, game design, new enabling technologies, interactive entertainment, advanced consumer technology systems, immersive experiences, robotics, novel sensing technologies such as motion capture, haptics, emerging media, and arts technologies.

GEM is for researchers and practitioners that seek to integrate technology with art, media and entertainment. Participants are in HCI, Digital Arts, Creative Arts, Humanities, Journalism, Robotics, Cybernetics, Cyberpsychology, AI, VFX and other disciplines. They are united in their interest and enthusiasm for exploring GEM’s areas of interest and the significant uses and impacts these technologies have on our lives. The conference will provide networking opportunities for participants to share research, ideas, designs, advancements and experiences on the state-of-the-art and future direction of consumer technologies related to GEM. GEM 2022 will feature a comprehensive high-quality technical & experiential program dealing with a mix of traditional and contemporary hot topics in paper presentations (lecture and interactive style - as preferred by the presenter), tutorials, workshops, mixed panels and high-profile keynotes.

Publication in the Conference Proceedings and IEEE Xplore® requires authors to register under the “Full” registration category ONLY.  Authors with multiple papers may be allowed to register with a reduced additional paper fee if the same author is presenting all papers (maximum of 3 papers).  A select few authors with the highest reviews may be invited to submit enhanced journal-quality papers to special issues of the peer-reviewed journals:  IEEE Transactions on Consumer Electronics, IEEE Transactions on Games and IEEE Consumer Electronics Magazine.

Areas of Interest

Games

  • Serious and Applied Games for Health and Wellness

  • Serious Games for Education

  • Industry Applications for Serious Gaming

  • Ethics & Privacy in Games

  • Game design, development and UX standards

  • Game technologies

  • Machine Learning & AI in Games

  • DEIA in Games

  • Sensing Technologies for Games in Pedagogy and Research

  • Art games and technology

Entertainment

  • Immersive Visualizations and sounds 

  • VFX & Pipeline design

  • Deep fakes and Entertainment

  • Ethics & Privacy in Interactive Entertainment

  • Interfaces for VR/AR and Immersive Environments

  • Wearables and Tactile Interfaces

  • Social robots and entertainment

  • New Performance Practices

  • AI in show control and automation

  • Virtual cinematography

  • Documentary technologies

Media

  • AI, Big Data and IoT in media consumption and dissemination

  • Dis- and mis-information detection and mitigation

  • Offensive, racist and violent language detection

  • Deep Fakes and media

  • High Dynamic Range theories, technologies and challenges

  • Art design and digital media technologies

  • New media technologies in  health, humanities and education

  • Psychosocial impact of new media technologies