Researchers will be able to submit communication proposals related to the games industry. The thematic areas offered by the congress organizers are the following:
The video game industry
Legal and business regulation policies of the video game industry
Professional profile and jobs in the video game industry
Situation of the video game industry at local, regional, national and international scale
New distribution models of video games
The video games audience
Video games ethics: codes of self-regulation and the European Directive
Analysis and semiotics of audiovisual discourses and multimedia in the field of video games
New agents in the video game world: business councils and clusters
New models for video game financing
Transmedia storytelling
Second Screen and the impact of the multitasking spectator
XXIst century challenges for the video game industry
Business models and video games
Video game cultural industries: economics, society and aesthetic aspect
Copyrights and Intellectual Property Rights in the Audiovisual Industry
Interactive multimedia
Advergaming: video game as an advertising tool
The power of the digital consumer
Journalism and video games
Social and empathetic games – how video games can rejuvenate the aging society
Self-publishing and marketing strategies
Art, design and Games Development
Artificial intelligence in video games
Graphic representation and visual paradigms
Animation in video games
Technology and new languages in video games
Animation and Video games
Aesthetics in video games
History of video games
Theories, concepts, paradigms and approaches when actually creating video games
Audio in video games
Digital sculpting and video games
Digital painting and video games
Gamification
Storytelling challenges of the XXIst century
Game-art
Augmented reality and virtual worlds
Audiovisual storytelling and hypermedia: structure, semantics, poetics, rhetoric and pragmatics
Programming and video games
Video game as a foundation for new computing
Education and videogames
Educational strategies and video games
Learning and video games
New methods and technologies for audiovisual research
Recreationalization of the learning process
Video games in the formal and non formal education
Teacher training for the use and creation of video games
Experiences of good use of video games in formal education
Experiences of good use of video games in non formal education
Video games and attention to diversity
Playful education
Video games and multiple intelligences development
Video games and art: empowering creativity
Gaming communities and learning
Immersive and experiential learning with serious games
Design experience of playful digital resources
Recreationalization and gamification in the classroom
Open-ended digital games
Development of values through video games
The training of professionals through simulation games (Serious Games)