Conferences
Ambient Media Association Conference - The workshop takes a multidisciplinary and future oriented approach, and welcomes participants from diverse disciplinary domains for open discussions about technological, sociocultural, and content-related aspects of ambient media services that support people’s engagement in (re)creating their urban environments into a livelier place through art, cultural, and gastronomic experiences.
Augmented Human International Conference - The AH international conference focuses on scientific contributions towards augmenting humans capabilities through technology for increased well-being and enjoyable human experience.
East Coast Games Conference - The East Coast Game Conference, the largest gathering of video game professionals on the east coast, returns for its fourth time. The focus of the conference is to provide video game developers an engaging program and opportunities for networking and collaboration.
European Conference on Games Based Learning - The Conference offers an opportunity for scholars and practitioners interested in the issues related to GBL to share their thinking and research findings.
Federal Consortium for Virtual Worlds (FCVW) - World renowned keynote speakers will share their forecasts on the evolution of the world of work and learning as impacted by virtual worlds and other immersive technologies. Other thought leaders will share their experiences and ideas through interactive panel discussions. We’ve designed the schedule to provide participants the opportunity to attend every event.
Feminists in Games Workshop -
The “Feminists in Games” initiative seeks to create and support a more strongly networked community of scholars and practitioners to create bridges between the industry and academy, forging collaborations around the common goal of enacting and sustaining change in three areas: methodologies; scholarship; and industry.
Foundations of Digital Games - The Foundations of Digital Games (FDG) conference series seeks to promote the exchange of information concerning the scientific foundations of digital games, technology used to develop digital games, and the study of digital games and their design, broadly construed.
Games for Change - Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts.
Games for Health - Over three days, more than 400 attendees will participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care.
Games Learning and Society - The GLS Conference is one of the few destinations where the people who create high-quality digital learning media can gather for serious discussion about what is happening in the field and how the field can serve the public interest. Our event is well-known for its exceptionally high quality of content yet "community event" feel.
Game Developer Conference (GDC) - The world's largest and longest-running professionals-only game industry event which holds a Game Education Summit as a preliminary to the main conference.
International Conference on Entertainment Computing - An international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing.
International Conference on AI and Interactive Digital Entertainment - AIIDE is the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers.
International Conference on Interactive Digital Storytelling - Annual meeting point for scientists, researchers and developers from diverse disciplines.
IEEE International Games Innovation Conference - The conference theme is "Designing for Play" and is hosted by the School of Interactive Games and Media at RIT and the International Center for the History of Electronic Games at The Strong. This conference is a platform for disseminating peer-reviewed papers that describe innovative research and development of game technologies. Participation from academia, industry and government are welcome.
International Workshop on Network and Systems Support for Games (NetGames) - NetGames brings together researchers and practitioners from both academia and industry to present the latest research results and challenges of today’s networked games, and to understand their requirements and possibilities in order to enable the next generation of networked games. NetGames also provides industry keynote and panel discussions.
Irish Symposium on Game Based Learning - This symposium will bring together teachers, lecturers, students and researchers, and provide insights from different perspectives such as educational psychology, sociology, Human Computer Interaction (HCI), Artificial Intelligence, Game Design, or Instructional Design. It will also be a great opportunity to network and share ideas with other like-minded researchers and practitioners.
Learning Without Frontiers Conference and Festival - Since 2004 LWF has consistently presented some of the most challenging, forward-thinking conferences that lead, facilitate and record the dialogue about the transformation of society and how our education systems can respond. As a leader and progressive thinker in this field we very much welcome your participation.
Meaningful Play - The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry panels), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.
MindTrek - We are pleased to invite you to the Academic MindTrek conference, 3rd ? 5th October 2012, which brings together a cross-disciplinary crowd of people to investigate current and emerging topics of media in the ubiquitous arena. The conference explores academically the emerging and frontier-breaking applications of new media in everyday contexts of leisure, business and organizational life. October 3rd is the main Academic MindTrek day. Due increasing popularity of the conference, we are extending the scope of Academic MindTrek 2012!
No Show Conference - The goal of No Show Conference is to give game industry professionals a space to explore our skillsets, our motivations, and our limits as developers.
Serious Play - The Serious Play Conference is being produced as a partnership between Clark Aldrich, author of five top selling books on serious games and managing partner, Clark Aldrich Designs; DigiPen Institute of Technology and Sue Bohle, President of The Bohle Company.
SLACTIONS- The conference focus is scientific research on applications and developments of these metaverse platforms: Habbo Hotel, IMVU, Second Life, OpenSimulator, Open Croquet, Activeworlds, Project Wonderland, and others, including MMORPGs such as World of Warcraft, and virtual worlds based on social networks, such as *-ville and others, providing a forum for the research community to present and discuss innovative approaches, techniques, processes, and research results.
Southern California Technology in Education Conference - The Southern California Technology in Education Conference serves to promote the regional development, use, and exchange of technology ‘best practices’ in the service of effective teaching, learning, and educational administration.
Southern Interactive Entertainment and Game Expo (SIEGE) - As the South's leading gaming and interactive conference, SIEGE brings together professionals, academics, executives, government officials and more from across the region to celebrate the world of gaming.
SXSW.edu - SXSWedu seeks to converge the wide variety of stakeholders who share an interest in 21st Century innovation and best practices. Our attendees represent not only education professionals including teachers, administrators and university professors, but also business, industry and policy leaders who all share a keen interest in modernizing teaching and learning.
Edugaming Conference - The goal of this conference is to bring together educators and representatives from the game industry to discuss the powerful impact effective educational games have on learning, as well as how best to utilize games for effective student education.
Augmented Human International Conference - The AH international conference focuses on scientific contributions towards augmenting humans capabilities through technology for increased well-being and enjoyable human experience.
East Coast Games Conference - The East Coast Game Conference, the largest gathering of video game professionals on the east coast, returns for its fourth time. The focus of the conference is to provide video game developers an engaging program and opportunities for networking and collaboration.
European Conference on Games Based Learning - The Conference offers an opportunity for scholars and practitioners interested in the issues related to GBL to share their thinking and research findings.
Federal Consortium for Virtual Worlds (FCVW) - World renowned keynote speakers will share their forecasts on the evolution of the world of work and learning as impacted by virtual worlds and other immersive technologies. Other thought leaders will share their experiences and ideas through interactive panel discussions. We’ve designed the schedule to provide participants the opportunity to attend every event.
Feminists in Games Workshop -
The “Feminists in Games” initiative seeks to create and support a more strongly networked community of scholars and practitioners to create bridges between the industry and academy, forging collaborations around the common goal of enacting and sustaining change in three areas: methodologies; scholarship; and industry.
Foundations of Digital Games - The Foundations of Digital Games (FDG) conference series seeks to promote the exchange of information concerning the scientific foundations of digital games, technology used to develop digital games, and the study of digital games and their design, broadly construed.
Games for Change - Games for Change facilitates the creation and distribution of social impact games that serve as critical tools in humanitarian and educational efforts.
Games for Health - Over three days, more than 400 attendees will participate in over 60 sessions provided by an international array of 80+ speakers, cutting across a wide range of activities in health and health care.
Games Learning and Society - The GLS Conference is one of the few destinations where the people who create high-quality digital learning media can gather for serious discussion about what is happening in the field and how the field can serve the public interest. Our event is well-known for its exceptionally high quality of content yet "community event" feel.
Game Developer Conference (GDC) - The world's largest and longest-running professionals-only game industry event which holds a Game Education Summit as a preliminary to the main conference.
International Conference on Entertainment Computing - An international forum for the exchange of experience and knowledge amongst researchers and developers in the field of entertainment computing.
International Conference on AI and Interactive Digital Entertainment - AIIDE is the definitive point of interaction between entertainment software developers interested in AI and academic and industrial AI researchers.
International Conference on Interactive Digital Storytelling - Annual meeting point for scientists, researchers and developers from diverse disciplines.
IEEE International Games Innovation Conference - The conference theme is "Designing for Play" and is hosted by the School of Interactive Games and Media at RIT and the International Center for the History of Electronic Games at The Strong. This conference is a platform for disseminating peer-reviewed papers that describe innovative research and development of game technologies. Participation from academia, industry and government are welcome.
International Workshop on Network and Systems Support for Games (NetGames) - NetGames brings together researchers and practitioners from both academia and industry to present the latest research results and challenges of today’s networked games, and to understand their requirements and possibilities in order to enable the next generation of networked games. NetGames also provides industry keynote and panel discussions.
Irish Symposium on Game Based Learning - This symposium will bring together teachers, lecturers, students and researchers, and provide insights from different perspectives such as educational psychology, sociology, Human Computer Interaction (HCI), Artificial Intelligence, Game Design, or Instructional Design. It will also be a great opportunity to network and share ideas with other like-minded researchers and practitioners.
Learning Without Frontiers Conference and Festival - Since 2004 LWF has consistently presented some of the most challenging, forward-thinking conferences that lead, facilitate and record the dialogue about the transformation of society and how our education systems can respond. As a leader and progressive thinker in this field we very much welcome your participation.
Meaningful Play - The conference will include thought-provoking keynotes from leaders in academia and industry, peer-reviewed paper presentations, panel sessions (including academic and industry panels), innovative workshops, roundtable discussions, and exhibitions of games and prototypes.
MindTrek - We are pleased to invite you to the Academic MindTrek conference, 3rd ? 5th October 2012, which brings together a cross-disciplinary crowd of people to investigate current and emerging topics of media in the ubiquitous arena. The conference explores academically the emerging and frontier-breaking applications of new media in everyday contexts of leisure, business and organizational life. October 3rd is the main Academic MindTrek day. Due increasing popularity of the conference, we are extending the scope of Academic MindTrek 2012!
No Show Conference - The goal of No Show Conference is to give game industry professionals a space to explore our skillsets, our motivations, and our limits as developers.
Serious Play - The Serious Play Conference is being produced as a partnership between Clark Aldrich, author of five top selling books on serious games and managing partner, Clark Aldrich Designs; DigiPen Institute of Technology and Sue Bohle, President of The Bohle Company.
SLACTIONS- The conference focus is scientific research on applications and developments of these metaverse platforms: Habbo Hotel, IMVU, Second Life, OpenSimulator, Open Croquet, Activeworlds, Project Wonderland, and others, including MMORPGs such as World of Warcraft, and virtual worlds based on social networks, such as *-ville and others, providing a forum for the research community to present and discuss innovative approaches, techniques, processes, and research results.
Southern California Technology in Education Conference - The Southern California Technology in Education Conference serves to promote the regional development, use, and exchange of technology ‘best practices’ in the service of effective teaching, learning, and educational administration.
Southern Interactive Entertainment and Game Expo (SIEGE) - As the South's leading gaming and interactive conference, SIEGE brings together professionals, academics, executives, government officials and more from across the region to celebrate the world of gaming.
SXSW.edu - SXSWedu seeks to converge the wide variety of stakeholders who share an interest in 21st Century innovation and best practices. Our attendees represent not only education professionals including teachers, administrators and university professors, but also business, industry and policy leaders who all share a keen interest in modernizing teaching and learning.
Edugaming Conference - The goal of this conference is to bring together educators and representatives from the game industry to discuss the powerful impact effective educational games have on learning, as well as how best to utilize games for effective student education.