Thematic Areas

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)
  • Video games in rehabilitation therapies
  • Health and video games
  • Violence in video games
  • Family and video games
  • Gender and video games
  • Video games and the elderly
  • Video games in social networks