We encourage submission of papers, posters, demos, tutorial and workshop proposals on all topics related to original research in digital entertainment, including but not limited to:

Emerging Topics in Entertainment Computing
  • Ubiquitous Computing and Interfaces in Entertainment
  • Immersive and Virtual Multimedia Experiences
  • Quality of Services (QoS), and Quality of Experience (QoE)
  • AI, Big Data, and Deep Learning in Entertainment
  • Content Production and Production Systems
Digital Games and Interactive Entertainment
  • Game Design and Development
  • Interactive Narratives & Digital Storytelling
  • Entertainment Robots, Toys & Smart Gadgets
Design, Human-Computer Interaction, and Analysis of Entertainment Systems
  • Experience Design & Analysis
  • Telemetry & Semi-Automated Analysis
  • Methodologies, Tools & Techniques for Entertainment
  • Human Factors & Performance of Entertainment Applications & Technology
Interactive Art, Performance and Cultural Computing
  • Digital Art & Installations
  • Virtual/Augmented/Mixed Reality & Entertainment
  • Ubiquitous/Pervasive Entertainment
  • Sound, Music & Performance
  • TransMedia and Entertainment
  • Social Computing
Entertainment Devices, Platforms & Systems
  • Digital Entertainment Hardware & Devices
  • Ambient Entertainment
  • Digital Broadcasting and Digital Cinema
  • Interactive Television and Broadcasting
Theoretical Foundations and Ethical Issues
  • Emotions and Affective Interaction
  • Social / Cultural Impacts of Digital Entertainment
  • Issues of Public Relations & Advertising Through Entertainment
Entertainment for Purpose & Persuasion
  • Serious & Learning Games
  • Games for Health & Well-Being
  • Games For Change & Social Impact Games
  • Exergaming
  • Advergames and Digital Marketing
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
Media Studies, Communication, Business, and Information Systems
  • Information Technology in Media Industry
  • IT and the Economics of Media Business
  • Audience Measurement and Participation
  • Interplay between technology, content, and consumer choice
  • Adoption and diffusion of technology driven media products
  • New communication models through emerging new technologies