Flamingos are only marginally related to games, but very well suited for sandboxes.

ACM SIGGRAPH Video Game Symposium




The symposium seeks papers that describe research and ideas that are original and innovative. Technical papers should contain an empirical evaluation and an explicit description of the advantages of the proposed technique. Other papers should meet the standards of their respective disciplines (e.g. economics or media studies) and will be peer-reviewed. Selected papers will be those that are judged to have the greatest potential for either immediate or long-term impact on the field of game development.

Developers and researchers from all related disciplines are invited to participate in this event and to exchange ideas, theories and experiences regarding the state of the field. We seek contributions from the technical, creative, independent and academic communities that design and develop video games and related technology, and also from observers of video games and their impact on society and on individuals.


Topics should center on critical and analytical approaches to video games. The focus is threefold: (1) industry and scholarly perspectives on how video games are designed and developed; (2) analysis of the experience and pleasures of game play; (3) critical articles on the value and significance of video games as cultural artifacts. Throughout, topics should focus on close readings and critical analysis of the design and development aspects of creating unique game experiences. While MMOs, Serious Games, simulations, and pervasive/mobile games are well researched, the committee also invites submissions that explore games from the wide range of popular console and PC titles. Studies of major games with significant player bases are encouraged. The committee welcomes interdisciplinary and comparative approaches to video game criticism, as well as those from the technical, social sciences and the humanities. We invite work across game platforms and titles, on games and literature, games and film, economics, media studies, communication, sociology, games and art, and games and other digital media.

Examples of some topic areas that are of interest include, but are not limited to:

  • Real-time animation and computer graphics for video games
  • Distributed simulation and communication in multi-player games
  • Game console hardware and software
  • Psychophysics and user interfaces
  • Artificial intelligence in games
  • Interactive physics
  • Uses of GPU for non-graphical algorithms in games
  • Multi-processor techniques for games
  • Speech and vision processing as user input techniques
  • Development tools and techniques
  • Procedural art
  • Sound Design and music in games
  • Mathematical Game Theory applied to video games
  • Cinematography in games
  • Game design and game genres
  • Story structure (setting, plot, character, theme) in games
  • Games (Casual, Serious, Mobile, Networked, Alternative Reality, Ubiquitous, Pervasive, etc.)
  • Legal, political, and societal impacts
  • Women and diversity in games
  • Gamer culture and community; such as modding communities, LAN parties, creative gamer content and machinima
  • Independent game developers
  • Economics and business of the game industry
  • Game production and labor
  • Negotiating intellectual property issues in development
  • Trade offs between creativity and branding in design and production
  • Alternative distribution models


The online submission system is up and ready to be used. The URL is:




Please submit full papers, not abstracts. Accepted formats:

  • Long Paper (max. 10 pages)
  • Short paper (max. 4 pages)

All papers will be reviewed by an independent review committee, which will provide written feedback on each paper.  




Panel submissions should include the following::

  • 1 page overview of the topic covered by the panel
  • 3-4 panel members
  • 250-500 word abstract of each related topic covered by the panelists

All panel proposals will be reviewed by an independent review committee.


All submissions should be in .pdf or .doc format and should follow the SIGGRAPH style rules and the Instructions for Authors (http://www.siggraph.org/publications/instructions/) and

For technical papers , we strongly encourage use of LaTeX and the acmsiggraph LaTeX class, available in the Instructions for Authors.


For information on how to best prepare a submission, download this word .doc, or contact our program chairs.
ACM will publish the proceedings and papers will be archived in the ACM Digital Library.




(Click on image for .pdf of Hot Games CFP)



Submission of full paper (long or short): 15 May 2006 - Midnight (GMT)
Submission of camera-ready papers: 1 July 2006 - Midnight (GMT)
Submission of Hot Game demo: 1 July 06 - Midnight (GMT)


Conference Chair: Drew Davidson (drew@waxebb.com)
Program Chair: Alan Heirich (alan.heirich@playstation.sony.com)
Program Chair: Doug Thomas (douglast@usc.edu)