Conferences related to Casual Games

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2021 IEEE International Conference on Fuzzy Systems (FUZZ-IEEE)

FUZZ-IEEE 2021 will represent a unique meeting point for scientists and engineers, both from academia and industry, to interact and discuss the latest enhancements and innovations in the field. The topics of the conference will cover all the aspects of theory and applications of fuzzy sets, fuzzy logic and associated approaches (e.g. aggregation operators such as the Fuzzy Integral), as well as their hybridizations with other artificial and computational intelligence techniques.


2019 Cross Strait Quad-Regional Radio Science and Wireless Technology Conference (CSQRWC)

As one of the most important annual academic conferences in communication science andtechnology for Chinese not only Cross Strait Quad -Region but also all over the world.


2019 IEEE 16th International Conference on Networking, Sensing and Control (ICNSC)

The conference focuses on networking, sensing and control three areas, but also opens to some emerging subjects in information technology, such as data science and machine learning.


2019 IEEE 7th International Conference on Serious Games and Applications for Health (SeGAH)

The overall objectives of the conference are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions and technologies on serious games and applications for health and healthcare, as well as the demonstration of advanced products and technologies.Scope:SimulationVirtual environmentsPatient educationGame-based learningExercising and active livingNatural user interfaceHuman-computer interfaceAssistive technologiesAccessibilityDiagnosis AlgorithmsGame design and developmentArtificial intelligenceSignal processingE-learning and EducationPublic Health InformaticsTelemedicine and real-time monitoringClinical trainingHealthcare professionals trainingRehabilitationPublic health educationMedical imaging processing, Analysis and VisualizationAugmented reality for Minimally-invasive surgeryTechniques and tools for Minimally-invasive surgeryRobotic surgical ProceduresRobotic instruments for surgery

  • 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)

    The overall objectives of the conference are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions andtechnologies on serious games and applications for health and healthcare, as well as the demonstration of advanced products and technologies. Scope: SimulationVirtual environmentsPatient educationGame-based learningExercising and active livingNatural user interfaceHuman-computer interfaceAssistive technologiesAccessibilityDiagnosisAlgorithmsGame design and developmentArtificial intelligenceSignal processingE-learning and EducationPublic Health InformaticsTelemedicine and real-time monitoringClinical trainingHealthcare professionals trainingRehabilitationPublic health educationMedical imaging processing, Analysis and VisualizationAugmented reality for Minimally-invasive surgeryTechniques and tools for Minimally-invasive surgeryRobotic surgical ProceduresRobotic instruments for surgery

  • 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH)

    The overall objectives of the conference are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions and technologies on serious games and applications for health and healthcare, as well as the demonstration of advanced products and technologies. Scope: SimulationVirtual environmentsPatient educationGame-based learningExercising and active livingNatural user interfaceHuman-computer interfaceAssistive technologiesAccessibilityDiagnosisAlgorithmsGame design and developmentArtificial intelligenceSignal processingE-learning and EducationPublic Health InformaticsTelemedicine and real-time monitoringClinical trainingHealthcare professionals trainingRehabilitationPublic health educationMedical imaging processing, Analysis and VisualizationAugmented reality for Minimally-invasive surgeryTechniques and tools for Minimally-invasive surgeryRobotic surgical ProceduresRobotic instruments for surgery

  • 2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)

    The overall objectives of the conference are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions and technologies on serious games and applications for health and healthcare, as well as demonstrations of advanced products and technologies.

  • 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH)

    The overall objectives of the conference are the discussion and sharing of knowledge,experiences and scientific and technical results, related to state-of-the-art solutions,technologies and applications of serious games in health and healthcare, as well as thedemonstration of advanced products and technologies.

  • 2013 IEEE 2nd International Conference on Serious Games and Applications for Health (SeGAH)

    The overall objectives of the conference are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions, technologies and applications of serious games in health and healthcare, as well as the demonstration of advanced products and technologies.

  • 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH)

    The overall objectives of this conference are the discussion and sharing of knowledge, experiences and scientific and technical results, related to state-of-the-art solutions, technologies and applications of serious games in health and healthcare, as well as the demonstration of advanced products and technologies.


2019 IEEE Conference on Games (CoG)

The Conference on Games (CoG) evolves from the traditional Computational Intelligence and Games (CIG) to bring together leading researchers and practitioners from academia and industry in the field of Games, to discuss recent advances and explore future directions. IEEE CoG seeks to share insights and cutting-edge research related to game technologies and design, covering scientific, technical, and engineering aspects of games. It will include presentations of peer-reviewed papers, invited talks by high-profile industry and academic leaders, panels, posters and demos. We welcome papers related to all aspects of Games, including, but not limited to, the following broad subject areas:Computational and Artificial Intelligence in Games, Game Technology, Game Interaction and Player Experience, Game Design and Game Education.

  • 2018 IEEE Conference on Computational Intelligence and Games (CIG)

    The IEEE Conference on Computational Intelligence and Games is the premier annual event for researchers applying computational and artificial intelligence techniques to games. The domain of the conference includes all sorts of CI/AI applied to all sorts of games, including board games, video games and mathematical games.

  • 2017 IEEE Conference on Computational Intelligence and Games (CIG)

    Computer games not only offer a killer application for computational intelligence (CI), machine learning and search but also provide a compelling domain where problem solving and decision making meet artifact creation; both of which can be experienced via a highly immersive, complex and rich interaction. Additionally, methods from computational intelligence promise to have a big impact on game technology and development, assisting designers and developers and enabling new types of computer games. The Computational Intelligence and Games (CIG) conference series brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field. The annual IEEE Conference on Computational Intelligence and Games (CIG) is one of the premier international conferences in the field of computational and artificial intelligence and games.

  • 2016 IEEE Conference on Computational Intelligence and Games (CIG)

    Games can be used as a challenging scenery for benchmarking methods from computational intelligence since they provide dynamic and competitive elements that are germane to real-world problems. This conference brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field.The IEEE Conference on Computational Intelligence and Games is the premier annual event for researchers applying computational and artificial intelligence techniques to games. The domain of the conference includes all sorts of CI/AI applied to all sorts of games, including board games, video games and mathematical games.

  • 2015 IEEE Conference on Computational Intelligence and Games (CIG)

    Games have proven to be an ideal domain for the study of computational intelligence as not only are they fun to play and interesting to observe, but they provide competitive and dynamic environments that model many real-world problems. Additionally, methods from computational intelligence promise to have a big impact on game technology and development, assisting designers and developers and enabling new types of computer games. The Computational Intelligence and Games (CIG) conference series brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field. The annual IEEE Conference on Computational Intelligence and Games (IEEE CIG) is one of the premier international conferences in the field of computational intelligence and games.

  • 2014 IEEE Conference on Computational Intelligence and Games (CIG)

    Games can be used as a challenging scenery for benchmarking methods from computational intelligencesince they provide dynamic and competitive elements that are germane to real-world problems. This conference brings together leading researchers andpractitioners from academia and industry to discuss recent advances and explore future directions in this field.

  • 2013 IEEE Conference on Computational Intelligence and Games (CIG)

    The conference covers applications of computational intelligence to games, defined in a broad sense, as well as applications to supporting technology such as content, art work, and non-player characters.

  • 2012 IEEE Conference on Computational Intelligence and Games (CIG)

    Games provide dynamic environments modelling many real-world problems and methods from computational intelligence promise to having a big impact on game technology and development. CIG 2012 brings together leading researchers, designers, developers, and practitioners from academia and industry to discuss recent advances and explore future directions in this ever changing field.

  • 2011 IEEE Conference on Computational Intelligence and Games (CIG)

    Games have proven to be an ideal domain for the study of computational intelligence as not only are they fun to play and interesting to observe, but they provide competitive and dynamic environments that model many real-world problems. The 2010 IEEE Symposium on Computational Intelligence and Games brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field.

  • 2010 IEEE Symposium on Computational Intelligence and Games (CIG)

    Games have proven to be an ideal domain for the study of computational intelligence as not only are they fun to play and interesting to observe, but they provide competitive and dynamic environments that model many real-world problems. The 2010 IEEE Symposium on Computational Intelligence and Games brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in this field.

  • 2009 IEEE Symposium on Computational Intelligence and Games (CIG)

    The 2009 IEEE Symposium on Computational Intelligence and Games brings together leading researchers and practitioners from academia and industry to discuss recent advances and explore future directions in the area of computational intelligence applied to games.

  • 2008 IEEE Symposium on Computational Intelligence and Games (CIG)

  • 2007 IEEE Symposium on Computational Intelligence and Games (CIG)

  • 2006 IEEE Symposium on Computational Intelligence and Games (CIG)

  • 2005 IEEE Symposium on Computational Intelligence and Games (CIG)


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Periodicals related to Casual Games

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Computer

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.


Computer Graphics and Applications, IEEE

IEEE Computer Graphics and Applications (CG&A) bridges the theory and practice of computer graphics. From specific algorithms to full system implementations, CG&A offers a strong combination of peer-reviewed feature articles and refereed departments, including news and product announcements. Special Applications sidebars relate research stories to commercial development. Cover stories focus on creative applications of the technology by an artist or ...


Information Theory, IEEE Transactions on

The fundamental nature of the communication process; storage, transmission and utilization of information; coding and decoding of digital and analog communication transmissions; study of random interference and information-bearing signals; and the development of information-theoretic techniques in diverse areas, including data communication and recording systems, communication networks, cryptography, detection systems, pattern recognition, learning, and automata.


Latin America Transactions, IEEE (Revista IEEE America Latina)

The IEEE Region 9 is releasing the IEEE Latin America Transactions to enable the publication of non-published and technically excellent papers from Latin American engineers, in Spanish or Portuguese languages. Engineers and researchers from Portugal and Spain (and others countries with the same language) are also very welcome to submit their proposals.


Learning Technologies, IEEE Transactions on

The IEEE Transactions on Learning Technologies publishes archival research papers and critical survey papers on technology advances in online learning systems; intelligent tutors; educational software applications and games; simulation systems for education and training; collaborative learning tools, devices and interfaces for learning; interactive techniques for learning; tools for formative and summative assessment; ontologies for learning systems; standards and web services ...


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Most published Xplore authors for Casual Games

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Xplore Articles related to Casual Games

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An Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual Games

IEEE Transactions on Computational Intelligence and AI in Games, 2015

This paper shows how game analytics can be used to dynamically adapt casual game environments in order to increase session-level retention. Our technique involves using game analytics to create an abstracted game analytic space to make the problem tractable. We then model player retention in this space and use these models to make guided changes to game analytics in order ...


Design of server for network casual games

2011 International Conference on Computer Science and Service System (CSSS), 2011

In the game hall playing casual games are very popular nowadays. Based on practice, this paper presents a server architecture for game hall and proposes a universal, high-performance solution for it.


Self-control in casual games: The relationship between Candy Crush Saga™ players' in-app purchases and self-control

2014 IEEE Games Media Entertainment, 2014

Casual Games and free-to-play games have recently rapidly Increased In popularity, perhaps In part because of the success of in-app purchases and micro-transactions as an economic model. While these games are often touted for their success In the gaming market, the effect on players when faced with such frequent purchasing decisions in-game is not well-studied. Theories of self-control suggest that ...


Software Abstraction for Casual Games Using Temporal Model: An Alloy-Based Approach

2017 International Conference on Advanced Computing and Applications (ACOMP), 2017

Software abstraction plays an important role in both requirements engineering and software design. It facilitates the principle of separate of concerns while opening the door for software automation. This paper revisits the notion of software abstraction made for casual games where a single player accumulates her points by performing game activities under a set of rules. We propose to make ...


Central Hospital — Master of Resuscitation: An immersive learning approach

2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH), 2011

Medical knowledge has increased exponentially in the last decades. Healthcare professionals face a life-time challenge in medical education right from the beginning of medical school. They experience serious difficulties to keep updated. Traditional adult education, largely used in medical training, shows little effectiveness. Problem-based-learning has been proposed as a student- centered pedagogy to overcome failure of traditional medical instruction. In ...


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Educational Resources on Casual Games

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IEEE-USA E-Books

  • An Analytic and Psychometric Evaluation of Dynamic Game Adaption for Increasing Session-Level Retention in Casual Games

    This paper shows how game analytics can be used to dynamically adapt casual game environments in order to increase session-level retention. Our technique involves using game analytics to create an abstracted game analytic space to make the problem tractable. We then model player retention in this space and use these models to make guided changes to game analytics in order to bring about a targeted distribution of game states that will, in turn, influence player behavior. Experiments performed showed that the adaptive versions of two different casual games, Scrabblesque and Sidequest: The Game, were able to better fit a target distribution of game states while also significantly reducing the quitting rate compared to the nonadaptive version of the games. We showed that these gains were not coming at the cost of player experience by performing a psychometric evaluation in which we measured player intrinsic motivation and engagement with the game environments. In both cases, we showed that players playing the adaptive version of the games reported higher intrinsic motivation and engagement scores than players playing the nonadaptive version of the games.

  • Design of server for network casual games

    In the game hall playing casual games are very popular nowadays. Based on practice, this paper presents a server architecture for game hall and proposes a universal, high-performance solution for it.

  • Self-control in casual games: The relationship between Candy Crush Saga™ players' in-app purchases and self-control

    Casual Games and free-to-play games have recently rapidly Increased In popularity, perhaps In part because of the success of in-app purchases and micro-transactions as an economic model. While these games are often touted for their success In the gaming market, the effect on players when faced with such frequent purchasing decisions in-game is not well-studied. Theories of self-control suggest that people have limited resource pools of self-control, and facing frequent frustration and purchasing decisions may deplete this resource. In this paper, we present the results of a Mechanical Turk study on a popular casual game, Candy Crush Saga™, to investigate various factors impacting player behaviour, with a specific focus on self-control. Our study reveals that the amount players spend on in-app purchases is correlated with lower levels of self-control. On the other hand, purchases and self-control levels were not significantly correlated with the amount of time people play, game addiction, or problem video game playing. We present design recommendations which can be applied to existing or new game designs in terms of both the economics of games and the psychology of games, including mechanics to account for low self-control and to avoid negative effects on self-control.

  • Software Abstraction for Casual Games Using Temporal Model: An Alloy-Based Approach

    Software abstraction plays an important role in both requirements engineering and software design. It facilitates the principle of separate of concerns while opening the door for software automation. This paper revisits the notion of software abstraction made for casual games where a single player accumulates her points by performing game activities under a set of rules. We propose to make software abstraction in Alloy - a lightweight, declarative language that is semantically based on first-order logic and syntactically being object-oriented. We show that casual games can be conceptually abstracted and semantically represented in Alloy. More specifically, game concepts (e.g., the main player, gold mine) are represented under Alloy signatures while game rules (e.g., game over, score upped/downed) as Alloy fact. To precisely specify game rules and make them simulatable, we need a mechanism for querying and updating the states of game concepts at different moments during the course of the game. To this end, we employ temporal modeling in making software abstraction for casual games.

  • Central Hospital — Master of Resuscitation: An immersive learning approach

    Medical knowledge has increased exponentially in the last decades. Healthcare professionals face a life-time challenge in medical education right from the beginning of medical school. They experience serious difficulties to keep updated. Traditional adult education, largely used in medical training, shows little effectiveness. Problem-based-learning has been proposed as a student- centered pedagogy to overcome failure of traditional medical instruction. In recent years there has been a growing interest in using video games for educational purposes. Stand Clear is developing an on-line, game-based learning tool for medical education and training. These games combine the concepts of serious games with the concepts of casual games. By associating clinical simulation and a problem centered approach to whenever-wherever- availability, it will perfectly fit into what the authors believe will be the future of pre- and postgraduate lifetime education.

  • Introduction of casual games for multi-player based on Hybridcast

    Hybridcast is a new service that integrates broadcast services and broadband communication services. This service has already launched in Japan. In this paper, we describe overall system of Hybridcast service, especially the mobile device coordinated system and the application of the system. The number of Hybridcast content is gradually increasing. For the further spread of Hybridcast content, we introduce the easiness of developing the content and mobile device coordinated content.

  • IgnitePlay: Encouraging and sustaining healthy living through social games

    Many successful social and casual games use techniques in their design that help sustain players' interest over time. The success of these games amongst players who consider themselves `non-gamers' has resulted in the development of applications that attempt to use these same techniques to encourage behavior change in the real world. Most of these applications gamify their sites by adopting a system of points, badges, and leveling up. In this paper, we take a different approach. In collaboration with Igniteplay - a company created to develop a product to encourage users to adopt a healthy life style through online social media - we investigated the connection between social game and media design mechanics and user motivation. This investigation led to several concrete techniques that we are currently testing and revising in the hope that such techniques will enhance participant retention. In this paper, we discuss these techniques and outline future directions.

  • Walled Gardens versus the Wild West

    Change, rapid and unpredictable, has come to videogames. Now a battlefield of competing business models, the videogame industry is undergoing a shift to digitization that will profoundly affect how the interactive entertainment business works. Games and interactive media stand at the forefront of a content revolution that will redefine how games are developed and marketed. To understand this complex and rapidly moving transformation, we need a frame of reference, a salient example: console gaming. Console games - the largest, flashiest, and highest-profile segment of the game industry - provide a frame of reference for understanding this complex and rapidly moving transformation. The business model behind console gaming consists of a large marketplace controlled by only a few gatekeepers. Known in the media world as a walled garden, this type of system lets a service provider create monopolistic controls over its company's content.

  • Function Points Method in Game Casual Context

    Function Points (FP) method has been trusty and proven to be effective to estimate the effort of thousands of software development projects. Nowadays, the mobile game development-especially in a casual genre-is growing. Therefore, the researcher is excited to test the FP method whether it can also be applied to estimating the game development effort. FP method usually consists of 3 main stages: weighing 5 parameters of Unadjusted FP, calculating 14 complexity factors, and calculating Adjusted FP. Survey to 8 casual games was conducted and the value of effort for each one of them has been estimated. So, we conclude that FP is not suitable to forecast the effort of mobile casual games. There are 376 percent deviation between effort estimations and actual effort. The authors suspect, for mobile game development, the game's point of view needs to be re-adjusted to 5 input parameters, complexity factors, conversion of programming languages, and productivity rate.

  • Computational intelligence and tower defence games

    The aim of this paper is to introduce the use of Tower Defence (TD) games in Computational Intelligence (CI) research. We show how TD games can provide an important test-bed for the often under-represented casual games research area. Additionally, the use of CI in the TD games has the potential to create a more interesting, interactive and ongoing game experience for casual gamers. We present a definition of the current state and development of TD games, and include a classification of TD game components. We then describe some potential ways CI can be used to augment the TD experience. Finally, a prototype TD game based on experience driven procedural content generation is presented.



Standards related to Casual Games

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