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