The IEEE CTSoc International Conference on Games, Entertainment & Media (GEM) is for researchers and practitioners in all forms of games, entertainment, and media.
GEM is an international conference that covers all aspects of interactive digital media, including game design, emerging media, arts technologies, and robotics.
The conference aims to explore the social, political, cultural, and philosophical impacts of applying these technologies for the betterment of humanity.
Researchers and practitioners from various disciplines, such as HCI, journalism, AI, and VFX, come together to discuss the significant uses and impacts of GEM's areas of interest on our lives.
GEM 2022 will feature a comprehensive program, including paper presentations, tutorials, workshops, mixed panels, and high-profile keynotes.
The conference provides networking opportunities for participants to share research, ideas, designs, advancements, and experiences on the state-of-the-art and future direction of consumer technologies related to GEM.
Publication in the Conference Proceedings and IEEE Xplore® requires authors to register under the “Full” registration category ONLY. Authors with multiple papers may be allowed to register with a reduced additional paper fee if the same author is presenting all papers (maximum of 3 papers). A select few authors with the highest reviews may be invited to submit enhanced journal-quality papers to special issues of the peer-reviewed journals: IEEE Transactions on Consumer Electronics, IEEE Transactions on Games and IEEE Consumer Electronics Magazine.
Areas of Interest
Below are the areas of interest for the conference. Other areas related to GEM will be considered. Go to the For Authors page for submission details
Games
Serious and Applied Games for Health and Wellness
Serious Games for Education
Industry Applications for Serious Gaming
Ethics & Privacy in Games
Game design, development and UX standards
Game technologies
Machine Learning & AI in Games
DEIA in Games
Sensing Technologies for Games in Pedagogy and Research
Art games and technology
Entertainment
Immersive Visualizations and sounds
VFX & Pipeline design
Deep fakes and Entertainment
Ethics & Privacy in Interactive Entertainment
Interfaces for VR/AR and Immersive Environments
Wearables and Tactile Interfaces
Social robots and entertainment
New Performance Practices
AI in show control and automation
Virtual cinematography
Documentary technologies
Media
AI, Big Data and IoT in media consumption and dissemination
Dis- and mis-information detection and mitigation
Offensive, racist and violent language detection
Deep Fakes and media
High Dynamic Range theories, technologies and challenges
Art design and digital media technologies
New media technologies in health, humanities and education
Psychosocial impact of new media technologies
Important Dates
There will be first and second round submission deadlines for the conference. Each submission in both rounds will receive at least two peer reviews. Authors whose papers are rejected in the first round can re-submit their work in the second round along with documentation indicating how they have addressed the reviewers’ first round comments. Re-submitted papers without the required documentation will be desk rejected. Authors whose papers are accepted in the first round must submit the final version and register their paper by the first round submission deadline or it will be removed from the conference.