Conferences related to Game Development

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2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC)

The 2020 IEEE International Conference on Systems, Man, and Cybernetics (SMC 2020) will be held in Metro Toronto Convention Centre (MTCC), Toronto, Ontario, Canada. SMC 2020 is the flagship conference of the IEEE Systems, Man, and Cybernetics Society. It provides an international forum for researchers and practitioners to report most recent innovations and developments, summarize state-of-the-art, and exchange ideas and advances in all aspects of systems science and engineering, human machine systems, and cybernetics. Advances in these fields have increasing importance in the creation of intelligent environments involving technologies interacting with humans to provide an enriching experience and thereby improve quality of life. Papers related to the conference theme are solicited, including theories, methodologies, and emerging applications. Contributions to theory and practice, including but not limited to the following technical areas, are invited.

2020 IEEE International Instrumentation and Measurement Technology Conference (I2MTC)

The Conference focuses on all aspects of instrumentation and measurement science andtechnology research development and applications. The list of program topics includes but isnot limited to: Measurement Science & Education, Measurement Systems, Measurement DataAcquisition, Measurements of Physical Quantities, and Measurement Applications.

2019 IEEE 58th Conference on Decision and Control (CDC)

The CDC is recognized as the premier scientific and engineering conference dedicated to the advancement of the theory and practice of systems and control. The CDC annually brings together an international community of researchers and practitioners in the field of automatic control to discuss new research results, perspectives on future developments, and innovative applications relevant to decision making, systems and control, and related areas.The 58th CDC will feature contributed and invited papers, as well as workshops and may include tutorial sessions.The IEEE CDC is hosted by the IEEE Control Systems Society (CSS) in cooperation with the Society for Industrial and Applied Mathematics (SIAM), the Institute for Operations Research and the Management Sciences (INFORMS), the Japanese Society for Instrument and Control Engineers (SICE), and the European Union Control Association (EUCA).

2019 IEEE Power & Energy Society General Meeting (PESGM)

The Annual IEEE PES General Meeting will bring together over 2900 attendees for technical sessions, administrative sessions, super sessions, poster sessions, student programs, awards ceremonies, committee meetings, tutorials and more

2019 International Conference on Robotics and Automation (ICRA)

Flagship conference of the robotics and automation society, a premiere international venue for international robotics researchers

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Periodicals related to Game Development

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Automatic Control, IEEE Transactions on

The theory, design and application of Control Systems. It shall encompass components, and the integration of these components, as are necessary for the construction of such systems. The word `systems' as used herein shall be interpreted to include physical, biological, organizational and other entities and combinations thereof, which can be represented through a mathematical symbolism. The Field of Interest: shall ...

Communications Letters, IEEE

Covers topics in the scope of IEEE Transactions on Communications but in the form of very brief publication (maximum of 6column lengths, including all diagrams and tables.)

Communications Magazine, IEEE

IEEE Communications Magazine was the number three most-cited journal in telecommunications and the number eighteen cited journal in electrical and electronics engineering in 2004, according to the annual Journal Citation Report (2004 edition) published by the Institute for Scientific Information. Read more at This magazine covers all areas of communications such as lightwave telecommunications, high-speed data communications, personal communications ...

Communications, IEEE Transactions on

Telephone, telegraphy, facsimile, and point-to-point television, by electromagnetic propagation, including radio; wire; aerial, underground, coaxial, and submarine cables; waveguides, communication satellites, and lasers; in marine, aeronautical, space and fixed station services; repeaters, radio relaying, signal storage, and regeneration; telecommunication error detection and correction; multiplexing and carrier techniques; communication switching systems; data communications; and communication theory. In addition to the above, ...


Computer, the flagship publication of the IEEE Computer Society, publishes peer-reviewed technical content that covers all aspects of computer science, computer engineering, technology, and applications. Computer is a resource that practitioners, researchers, and managers can rely on to provide timely information about current research developments, trends, best practices, and changes in the profession.

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Most published Xplore authors for Game Development

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Xplore Articles related to Game Development

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GDGSE: Game Development with Global Software Engineering

[{u'author_order': 1, u'affiliation': u'National University of Science and Technology, Islamabad, Pakistan', u'authorUrl': u'', u'full_name': u'Alia Fatima', u'id': 37086408429}, {u'author_order': 2, u'affiliation': u'National University of Science and Technology, Islamabad, Pakistan', u'authorUrl': u'', u'full_name': u'Tayyaba Rasool', u'id': 37086498624}, {u'author_order': 3, u'affiliation': u'National University of Science and Technology, Islamabad, Pakistan', u'authorUrl': u'', u'full_name': u'Usman Qamar', u'id': 38667382400}] 2018 IEEE Games, Entertainment, Media Conference (GEM), 2018

The management models and skilled workforce required for game development is different from those of traditional software development. Multidisciplinary nature of the game development process requires people with different skills and incurs higher cost as compared to traditional software engineering. Global software engineering (GSE), which involves the development of top level software projects by different teams located around the globe, ...

Fostering Students' Creativity through Video Game Development

[{u'author_order': 1, u'authorUrl': u'', u'full_name': u'Ximena L\xf3pez', u'id': 38468437200}, {u'author_order': 2, u'authorUrl': u'', u'full_name': u'Carlo Fabricatore', u'id': 38468297700}] 2012 IEEE 12th International Conference on Advanced Learning Technologies, 2012

This study focuses on the impact of video game development as an approach to educate individuals for the demands of creative industries such as video games. Questionnaires were administered to 38 students enrolled in two educational programs which involved developing video games. Findings suggest that developing video games creates an exceptional setting to promote the students' creativity, due to characteristics ...

Cross-Platform Mobile Phone Game Development Environment

[{u'author_order': 1, u'authorUrl': u'', u'full_name': u'Chen Xin', u'id': 37395580500}] 2009 International Conference on Industrial and Information Systems, 2009

This paper discusses the mobile phone game development tools, which can achieve cross-platform development. Furthermore, this paper would provide suggestions on: how to choose and what the reasons of choices are.

An Evaluation of Using a Game Development Framework in Higher Education

[{u'author_order': 1, u'authorUrl': u'', u'full_name': u'Bian Wu', u'id': 37401208300}, {u'author_order': 2, u'authorUrl': u'', u'full_name': u'Alf Inge Wang', u'id': 37877336500}, {u'author_order': 3, u'authorUrl': u'', u'full_name': u'Jan-Erik Str\xf8m', u'id': 38099975000}, {u'author_order': 4, u'authorUrl': u'', u'full_name': u'Trond Blomholm Kvamme', u'id': 38185939100}] 2009 22nd Conference on Software Engineering Education and Training, 2009

This paper describes an application of a game development framework (GDF) - Microsoft XNA in software architecture (SA) course at Norwegian University of Science and Technology (NTNU) and evaluates how well the GDF is to use and integrate in a software engineering (SE) course. The result of the evaluation is based on the questionnaire with 9 types of general questions ...

Work In Progress: Use of Interdisciplinary Teams in Game Development Classes

[{u'author_order': 1, u'affiliation': u'Computer and Information Science, University of Michigan-Dearborn, Dearborn, MI 48128', u'authorUrl': u'', u'full_name': u'Bruce R. Maxim', u'id': 37298156000}] Proceedings. Frontiers in Education. 36th Annual Conference, 2006

The development of computer games is labor-intensive. Modern game development requires the effort of a team of skilled professionals to integrate multimedia content with complex software. Producing high-quality software game products requires large teams to rely on high levels of communication, organization, and planning to avoid costly delays and failures. The author created a two- semester sequence of courses focusing ...

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Educational Resources on Game Development

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No eLearning Articles are currently tagged "Game Development"


  • Game Development

    This chapter contains sections titled: Emergence of the Term, Digital Game Development, Notes, Works Cited

  • World 4: Interactive Game Development Tools

    This chapter contains sections titled: World 4-1: Engineering Interactivity, World 4-2: Interactive Artistry, World 4-3: Designing Interactivity Interactively, World 4-4: Keeping Things Synched, World 4 Boss Fight: This Ain't Anything like Grandma's Boy

  • Gaming with Purpose: Heuristic Understanding of Ubiquitous Game Development and Design for Human Computation

    In technology, the growth of ubiquitous computing and the increased use of human computation games (HCGs) create a possibility space for games that convert the serious business of work into the seriously engaging experience of play. HCGs have witnessed a significant growth in the last few years. This chapter outlines the defining characteristics of HCGs. It also outlines the design concept of the human cloud for HCGs. The chapter provides an overview of design patterns in games based on heuristic analysis. There are two dichotomous solutions to the design of HCGs. The first is to determine the problem to be solved and then apply an appropriate game design to it. The second solution is to reverse engineer the game solution by starting with a game. The chapter concludes with a discussion on design models for creating ubiquitous and persuasive play using HCGs.

  • Developing Java Games on Symbian OS‐Based Mobile Devices

    Games are one of the most popular applications on mobile phones. Even the first mobile phones with a monochrome screen had different types of game such as Tetris and Snake. Developing games for mobile phones differs from game development for desktop computers, as the capabilities of mobile phones are limited. For instance, it is hard to handle the keyboard, there is no mouse‐like pointing device, and the screen size of the mobile phone is small, which makes it difficult to display the game area effectively. Besides this, people usually play with mobile games in different conditions, such as on a bus or metro while travelling. This shows that developing games for mobile phones requires creativity from developers. One of the most popular platforms for mobile game development is Java ME. This chapter first discusses Java ME implementation on Symbian OS from the game development point of view. The processing power of mobile applications is then demonstrated via a small measurement. In the second part of the chapter, a complex interactive game is described, called MobSensor. MobSensor basically turns the mobile phone into a motion and noise detector and enables a sensor network to be created from mobile phones via ad hoc WLAN communication. MobSensor has several uses including actual game play, where the task of one player is to build up a sensor network from a specific number of mobile phones in a large area and the task of the other is to go through the area without being detected.

  • 8 Designing for AI

    In chapter 4, I posed the question why the type of artificial intelligence methods we have seen so many examples of in this book are not used more in games. I outlined a couple of potential reasons for this. One of the reasons I mentioned is that game development is a surprisingly risk-averse industry because of the hit-driven nature of the business and that the technology may not be mature enough yet. Now, after spending the past few chapters on AI methods for playing games, modeling players, and generating content, we'll revisit the question. This time we focus on the role of game design in enabling AI and, conversely, AI in enabling game design.

  • The Desert of the Unreal: Democracy and Military-Funded Videogames and Simulations

    This chapter contains sections titled: The Tactical Iraqi Case Study, The Virtual Iraq Case Study, The Palace of Memory, Identity in Play, Trust and Face, Critical Play, Testing the Prototypes: Gamer Culture and Primary Reception, Backlash in the Professional Game Development Community, Language Games in Tactical Iraqi, Res Publica: Videogames and the Material Culture of Civic Life

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