HCI-GAMES: 1ST INTERNATIONAL CONFERENCE ON HCI IN GAMES

Computer games have grown above and beyond simple entertainment activities. Researchers and practitioners have attempted to utilize games in many innovative ways such as educational games, therapeutic games, simulation games, and gamification of utilitarian applications. Although much attention has been drawn to investigate positive impact of games in recent years, prior research has only studied isolated fragments of a game system. More research on games is called on in order to develop and utilize games for the benefit of society.

At a high level, a game system has three basic elements: system input, process, and system outcome. System input concerns the external factors impacting the game system. It may include, but is not limited to, player personalities and motivations to play games. The process is about game mechanism and play experience. System outcome includes the effects of game play. There is no doubt that users are involved in all three elements. Human Computer Interaction (HCI) plays a critical role in the study of games. By examining player characteristics, interactions during game play, and behavioral implications of game play, HCI professionals can help design and develop better games for the society.

The 1st International conference on HCI in Games (HCI-Games) intends to help, promote and encourage research in this field by providing a forum for interaction and exchanges among researchers, academics, and practitioners in the fields of HCI and games. The Conference addresses HCI principles, methods and tools for better games.

Call for participation leaflet (129KB)

Indicative topics/keywords of the broad spectrum of issues to be addressed:

  • Serious games
  • Simulation games
  • Game based learning / Games for learning
  • Games and Society
  • Edutainment /Education games
  • Video games
  • Mobile games
  • Social network games
  • Multiplayer games /MMORPGs
  • Interaction design of games
  • Therapeutic games
  • Digital games/Online games
  • Computer games
  • Gamification
  • Game enjoyment/addiction
  • Player personality, characteristics and demographics
  • Gender and games
  • Game and flow /Game immersion
  • Playfulness
  • Design tools/technologies
  • Development methodology
  • Impact of game play
  • Playful generation of game mechanics
  • Persuasive games
  • Crowdsourcing games
  • Healthcare and games
  • Fitness gaming
  • Neurogames
  • Virtual and augmented reality games
  • Program Chair

    Xiaowen Fang

    DePaul University, USA

  • Board Members

  • Karen Blackmore
    University of Newcastle, Australia
  • Thomas Connolly
    University of the West of Scotland, United Kingdom
  • Benjamin Cowley
    University of Helsinki, Finland
  • Norah Dunbar
    University of California, Santa Barbara, United States
  • Abdelkader Gouaich
    University of Montpellier, France
  • Kevin Keeker
    Sony Interactive Entertainment LLC, United States
  • Dongho Kim
    Graphics & Smart Convergence Lab, Korea
  • De Liu
    University of Minnesota, United States
  • Paul Lowry
    University of Hong Kong, Hong Kong
  • Haipeng Mi
    Tsinghua University, P.R. China
  • Keith Nesbitt
    University of Newcastle, Australia
  • Joost Raessens
    Utrecht University, Netherlands
  • Rabindra A. Ratan
    Michigan State University, United States
  • Daniel Riha
    Charles University, Czech Republic
  • Remco Veltkamp
    Utrecht University, Netherlands
  • Dan Zhang
    Tsinghua University, P.R. China
  • Fan Zhao
    Florida Gulf Coast University, United States
  • Miaoqi Zhu
    DePaul University, United States