GDVW2022: Game Dynamics and Virtual Worlds |
Website | https://affective-lab.org/ |
Submission link | https://easychair.org/conferences/?conf=gdvw2022 |
Abstract registration deadline | January 10, 2021 |
Submission deadline | April 30, 2021 |
Call for Chapters
Game Dynamics and Virtual Worlds. Procedural and Story-Driven Content Generation Springer Nature
Editors
- Oliver Korn (Affective & Cognitive Institute, Offenburg University, oliver.korn@acm.org)
- Newton Lee (Institute for Education, Research, and Scholarships, newton@ifers.org)
- Daniel Görlich (SRH Hochschule Heidelberg, Daniel.Goerlich@Hochschule-Heidelberg.de)
Overview
Games and virtual worlds are not only highly interactive but also able to “talk back”. Often elements in these worlds change dynamically, making them livelier and more realistic. Examples include shop inventories, enemy placement, looks of characters, attack patterns, or even complex behaviors of non-player characters. In many cases, these dynamics are driven by a combination of random seeds, a recorded history of player behavior, and procedural algorithms. In some cases, virtual worlds and games even incorporate players’ real-world behavior (e.g. head movement) to create dynamic responses.
This book is the successor of the successful Springer book Game Dynamics from 2017. Its purpose is to showcase best practices of dynamic processes in games and virtual worlds. We are especially interested in examples illustrating how dynamic elements improve the user experience and increase either the replay value of games or the attractiveness of virtual worlds.
The topic is interdisciplinary. We invite contributions from researchers and practitioners from game studies, the virtual reality industry, computer sciences, human-computer interaction, psychology, cognitive sciences, and other disciplines.
List of Topics
Topics include, but are not limited to:
- dynamics in games and virtual worlds related to behaviors (e.g. NPC, enemies) and props (e.g. items, plants)
- user experience studies on the effect of dynamic elements in games and virtual worlds
- algorithms and tools to create dynamic and highly immersive content
- managing dynamic content creation in development teams
- content generation through visual, node-based scripting (e.g. in game engines or graphics suites)
- use of artificial intelligence to create dynamic interaction
- incorporation of user behavior into games and virtual worlds (e.g. via body tracking)
- using dynamics to overcome the restrictions of mobile devices
- dynamics in VR settings, especially in multi-user scenarios
Submission Guidelines
In the first step, we invite researchers and practitioners to submit a short chapter proposal (max. 900 words abstract) by January 10, explaining the main concept of their article. Author anonymity is not required. All submissions are handled via EasyChair.
Important Dates (all 2021)
- January 10: Chapter Proposal Submission (max. 900 words)
- January 31: Notification of Proposal Acceptance
- April 30: Full Chapter Submission
- June 27: Review Results Returned
- September 26: Final Chapter Submission
- until December: preparation for release in January 2022
All submitted chapters are peer-reviewed on a single-blind review basis (so you do not need to anonymize the text). Contributors may be asked to work as reviewers.
Contact
All questions about submissions should be emailed to ...
Oliver Korn (Affective & Cognitive Institute, Offenburg University, oliver.korn@acm.org)