8th International Workshop on 

Games and Software Engineering

Emerging Advanced Technologies for Game Engineering


Co-hosted with the 46th International Conference on Software Engineering (https://conf.researchr.org/home/icse-2024)

Lisbon, Portugal, Sunday April 14, 2024


@Games_and_SE

icse.gas.workshop.2024@gmail.com



The growing adoption of gameful experiences make their development increasingly complex due to, for example, the number and variety of users, goals, potential mission criticality, and their inherent interdisciplinary nature. This complexity is exasperated by current limitations in theoretical grounding and methodologies to engineer the intended solutions. To help address this complexity, GAS 2024 seeks to highlight the opportunities and challenges involved in emerging trends and issues related to the development of gameful systems (entertainment games, serious games, and gamified applications). The workshop provides a forum to explore issues that crosscut the software engineering and game engineering communities. This on-going workshop series is co-hosted with the premier conference series on software engineering research: the IEEE/ACM International Conference on Software Engineering (https://conf.researchr.org/home/icse-2024).


Goals

The goals of GAS 2024 are to:


Topics of Interest 

The GAS 2024 workshop welcomes submissions addressing topics at the intersection of software engineering and entertainment games, serious games, and gamification such as:

• engineering activities (requirements engineering, architecture, design, testing, playtesting) tailored for gameful systems.

• umbrella activities (adherence to standards (e.g., Code of Ethics), build management, configuration management, lifecycle processes (e.g., Agile, DevOps), traceability) tailored for gameful systems.

• AI in game development and game play.

• automated, adaptable game development and game play.

• competitions (e.g., game jams).

• data analytics and visualisations.

• domain specific languages and formal methods for games.

• HCI/CHI methods and technologies (AR/VR/MR, wearable computing for games).

• maintenance and evolution of games.

• metrics, biometrics for game development and game play.

• model based representations, analyses, and transformations.

• procedural content generation.

• QoS properties (e.g., accessibility, privacy, usability, user experience).

• re-use in games (e.g., franchises, modding, product lines).

• software engineering education and training.

• tools, infrastructure, and services.

CfP

Organization

Overall Programme

Keynote Speakers

Panel