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CHILECON Video Games Track 2025 : IEEE CHILECON 2025 Video Games Track

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Link: https://chilecon2025.pucv.cl/?page_id=136
 
When Oct 28, 2025 - Oct 30, 2025
Where Valparaiso, Chile
Abstract Registration Due Jul 7, 2025
Submission Deadline Jul 15, 2025
Notification Due Sep 14, 2025
Final Version Due Oct 1, 2025
Categories    video games
 

Call For Papers

IEEE CHILECON 2025 Video games Track
28-30 October 2025
Valparaíso, Chile

IEEE CHILECON 2025 will be held in Valparaíso, Chile, from 27 to 31/October. The IEEE CHILECON conference is celebrating 50 years of research and innovation (IEEE CHILECON 2025, chilecon2025.pucv.cl/), and promotes the advancement and exchange of knowledge and experiences to foster discussion of problems and establish cooperative ties across all areas of academic, professional, and student knowledge. It brings together professionals whose technical interests are related to electrical and computer science, engineering, and related disciplines, promoting cooperation and friendship. This year, IEEE CHILECON will be co-located with CLEI (Latin American Center for Informatics Studies) and SCCC (annual International Conference of the Chilean Computer Society). In this edition, a key space for discovering innovations in the video game industry is the CHILECON 2025 Video Game Track, held in conjunction with the TZEPIRC Workshop: Fostering Cooperation between Academia and Industry in Video Games.

The Video games track of the IEEE CHILECON 2025 invites submissions of papers that thoroughly present innovative theoretical and/or practical findings that enhance the state of the art, as well as applications and case studies in the field of video games and gamification.

** TRACK THEMES
The IEEE CHILECON 2025 Videogames track invites submission of papers, with scientific-technical rigor, that address open problems by illustrating the conceptualization, design, construction, evaluation or application of techniques, methods, tools or systems.
Key topics include (but not limited to):
* Artificial intelligence and videogames.
* LLM and videogames.
* Video game design and development
* Gamification in education, health and other sectors
* Virtual and augmented reality in game experiences
* Narrative and storytelling in videogames
* Video game industry and market
* Ethics and social responsibility in videogames
* Technical and performance aspects in videogames

** PUBLICATION AND INDEXING
* Abstract and Full paper submission via Easychair https://easychair.org/conferences/?conf=cleijccchilecon2025
* IEEE format - max 6 pages (see https://www.ieee.org/conferences/publishing/templates)
* Additional page USD50 per page, max 2 extra pages.
* Language: Papers must be written in Spanish, Portuguese or English.
* Full articles: for inclusion in the Conference Proceedings, each accepted article must: (1) have at least one of its authors registered as an author at the conference; (2) be presented in person at the conference; (3) respect the suggested format and maximum number of pages; (4) incorporate the evaluators' recommendations for improvement.
* Presentation of Articles: accepted articles will be presented in thematic sessions, consisting of 15-minute oral presentation for each article, plus a panel of 15-20 minutes for questions and discussion on them.
IEEE CHILECON 2025 Proceedings will be published by IEEE, and will appear in the IEEE Xplore Digital Library (https://ieeexplore.ieee.org/), which is normally indexed by Scopus.

* Track Chairs
- Lorena Martinez Elizalde
- Mario Bruno


A workshop will be held:

TZEPIRC: Promoting cooperation between academia and industry in video games.
Carlos Astengo, Lorena Martinez, Daniel Lopez
TEC Mexico

Description:
The objective is to introduce participants to the TZEPIRC methodology, a structured approach to writing argumentative texts as scientific articles in the field of video games. The essential elements of the methodology are the Title (T), Problem (P), Approach (E), Purpose (P), Information (I), and Conclusions (C).
Furthermore, the workshop will highlight how this methodology promotes collaboration to address complex challenges at the intersection of technology and creativity, within the framework of REDIVJ (International Network on Video Game Development and Production) and the IEEE Task Force on Gamification Research and Education.

Target Audience:
*Undergraduate and graduate students in STEM (Science, Technology, Engineering, and Mathematics) and humanities fields.
* Early-career researchers seeking to improve their academic reading of scientific articles and their writing skills.
* Educators, practitioners, and game developers interested in improving argumentative writing and fostering deeper collaboration between academia and industry.

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