Computer Games
Responsible for this topic:
Full. Prof. Markus Schatten, Ph.D., University of Zagreb, Faculty of Organization and Informatics, Varaždin
Assoc. Prof. Carlos Carrascosa, Ph.D., Polytechnic University of Valencia
Computer games have always been on the verge between art and science. According to some estimates the global gaming market has been valued at EUR 134.7 billion in 2020 and has been projected to grow up to EUR 245.33 billion in 2026.
Obvious use-cases for fun and recreation aside, there are many fields of human existence in which principles of games have been and are being applied including but not limited to gamification, game theory and serious gaming. Research in the area of computer games is often multidisciplinary encompassing numerous fields like computer science, physics, mathematics, psychology, sociology, complex systems and many more. This section is focused on applied aspects of such and similar fields with a special emphasis on advancing the way we model, develop, implement, test, produce and evaluate games.
Research papers within this topic include:
New methods for game modelling, development, implementation and production
New tools for game development
Game engines and new methods for their development
Use of artificial intelligence, deep learning, agent technologies and/or natural language processing in games
Automated game testing methods
New technologies for games (for example based on IoT, virtual and/or augmented reality, game streaming, haptic interfaces, voice interfaces etc.)
New gamification techniques
New content and game generation tools
New game and player analytics tools
New game and game engine modding tools
Case-studies and good practices