The 24th IFIP INTERNATIONAL CONFERENCE ON ENTERTAINMENT COMPUTING
Date: 27th – 30th August, 2025
Location: Nihon University, Tokyo, JAPAN
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The 24th International Federation for Information Processing –
International Conference on Entertainment Computing (IFIP ICEC 2025)
will be held in Tokyo, Japan, from 27th to 30th August. The conference
is organized by the IFIP TC14 Entertainment Computing Technical
Committee and hosted by the IPSJ SIG-EC and Nihon University. IFIP
ICEC is one of the longest-running, most prestigious scientific
conferences in the field of Entertainment Computing, bringing together
practitioners, researchers, artists, designers, and industry
professionals focused on the creation, development, and application of
digital entertainment content and experience systems. It covers a wide
range of research areas, including interactive art, game-based
learning, XR technologies, and the ethical implications of
entertainment.
Journal Track
This year, ICEC continues to innovate by offering a journal track
submission option. Authors can submit Full Papers to the prestigious
Elsevier Entertainment Computing Journal or to the Full Paper
conference track. Journal submissions will undergo a double-blind
review process and may be accepted either for the journal or the
conference track with resubmission, or rejected. Papers accepted for
the journal track will follow Elsevier’s editorial process and be
published at a later date. We recommend submitting only highly
developed and mature works to the journal track.
Conference Track
Conference papers will be published in a book form in the Springer
Lecture Notes in Computer Science (LNCS) series. Conference track
submissions will undergo a double-blind review process and may be
accepted either for the conference or the Works in Progress track, or
rejected. Authors will be able to have an advantage of a later
submission deadline compared with the Journal Track.
Other Tracks
ICEC also encourages authors to submit their work to the
Work-in-progress, Workshops and Tutorials, Interactive Entertainment /
Experiential Works, Student Game and Interactive Entertainment
Competition, and Doctoral Consortium tracks, to explore new topics and
foster collaboration among researchers. Please find below details
about all other tracks.
Check the ICEC website for updates regarding any potential special issues.
Important Dates
We invite submissions under the following categories (deadlines):
Journal Papers: 24th January, 2025
Workshop proposals: 14th February, 2025
Tutorial proposals: 14th February, 2025
Conference Papers: 17th March, 2025
Interactive Entertainment / Experiential Works: 11th April, 2025
Works-in-Progress: 11th April, 2025
Student Competition: 11th April, 2025
Late submissions (not included in the proceedings)
Student Competition: 4th July, 2025
Doctoral Consortium: 4th July, 2025
Notifications to authors:
Journal Papers (1st Review Cycle): 7th March, 2025
Conference Papers: 9th May, 2025
Other tracks: 16th May, 2025
Camera ready materials for the conference proceedings: 30th May, 2025
Aims
IFIP TC14 aims to encourage research, development and sharing of
innovative ideas, models and practices, on computer applications in
entertainment. To enhance computation and use studies in this field,
the technical program committee invites original submissions.
Topics
Topics can include but are not limited to:
1. Design and Analysis
Game Design: Theory, Creation & Testing
Interactive Narratives & Digital Storytelling
Entertainment Robots, Toys & Smart Gadgets
Social Media / Social Computing Entertainment
New Genres of Interactive & Digital Entertainment
2. Digital Art & Installations
Controllers for Musical Expression
Music Collaboration Tools
Public Interactive Art Installations
Interactive Art, Performance and Novel Interactions
3. XR Entertainment
Virtual/Augmented/Mixed Reality & Games
Ubiquitous/Pervasive Entertainment
TransMedia Storytelling
Metaverse Entertainment
4. Serious Games
Games for Learning, Health & Well-Being
Games For Change & Social Impact Games
Exergaming
Advergames and Digital Marketing
5. Inclusivity of Gaming and Interactive Entertainment
Game Accessibility Hardware
Guidelines for Inclusive Design
Special Needs Considerations
Theoretical Foundations and Ethical Issues
6. Experiential Aspects in Entertainment
Emotions and Affective Interaction
Theoretical Basis of Entertainment
Social / Cultural Impacts of Digital Entertainment
Entertainment for Purpose & Persuasion
7.Computational Methodologies for Entertainment
Artificial Intelligence & Machine Learning for Entertainment
Procedural Content Generation
Computer Graphics & Visual Effects
Big Data in Entertainment
Security & Privacy in Entertainment
Algorithmic research on board and card games
New types of entertainment using information technologies
Hardware technology research and development to implement
entertainment systems
Non-traditional human interface technologies for entertainment
Calls for Submissions
1 Journal and Conference Tracks
Full papers are the main media for presenting high impact, mature
research with original new results. Submissions should describe novel
unpublished work addressing one or more of the research topics listed.
As a new feature this year, authors can submit their papers to either
the journal track or the conference track.
The Journal track will publish accepted papers in a special issue of
the Elsevier’s Journal of Entertainment Computing (ENTCOM). Accepted
papers will be presented at the conference, and published in the
journal at a later date. Papers presented for the journal track should
follow the submission and publication process of ENTCOM. Papers
submitted to the journal could be either conditionally accepted in the
journal track, conditionally accepted after resubmission in the
conference track, or rejected. Note that the deadline for the
conference track will be after the journal track notification. Papers
accepted to this track will be published in the special issue only if
at least one author registers and presents their work at the
conference.
Accepted conference papers will be published in a book form in the
Springer Lecture Notes in Computer Science (LNCS) series. Papers
submitted to the conference track could be either conditionally
accepted in the conference track, conditionally accepted in the Works
in Progress track, or rejected. Accepted papers will be scheduled for
long presentations and discussions at the conference. Papers accepted
to this track will be published in LNCS, only if at least one author
registers and presents their work at the conference.
Paper length should reflect the contribution and maturity of the
submission and reviewers from the program committee will be instructed
to judge the contribution of a paper relative to its length. For
example, typical contributions presenting significant research
advances/results should not exceed 12 pages in length excluding
references.
In addition, videos are encouraged and can be included in the paper or
as Electronic Supplementary Material.
See the guidelines for the journal or the conference track for more details.
2 Works in Progress
Work in Progress (WiP) contributions provide an opportunity to present
late-breaking work, new experimental projects, research in early
phases or with more limited scope than typical full papers. A WiP
submission is a shorter submission describing the research problem,
contribution, and value to the community, submitted as a PDF file.
Accepted papers will be included into the official Springer LNCS
proceedings and will be scheduled for presentation and discussion at
the conference.
WiP submissions should not exceed 8 pages in length, excl. references,
in Springer LNCS format. Submissions with exceeding length relative to
their contribution can be rejected. The committee may accept
submissions conditionally or route them for a different category, when
appropriate, and consult with authors to adjust their paper according
to the review needs.
3 Workshops and Tutorials
We invite proposals for workshops and tutorials that will be held at
IFIP-ICEC 2025.
3.1 Workshops
We invite proposals in all areas of entertainment computing and
serious games research (see conference topics listed above) and
particularly welcome proposals that will focus on and promote
discussion on new and emerging trends in these areas. Workshop
proposals must include the following information:
– Workshop or tutorial title and short abstract (max. 50 words)
– Workshop summary, short review of state of the art, motivation and goals
– Workshop format (an activity plan and its rationale towards the goals)
– Workshop format for participant enrollment (e.g. position papers,
prior expression of interest, or other applicable requirement for
planning and organization);
– Profile of participants (and estimated number of participants)
– Contact of the organizers (name, affiliation, address, phone#, email);
– Short but relevant bio information of the organizers;
– Expected workshop outcomes (proceedings, special issue of journals,
project proposals, etc.);
– Proposed workshop due dates (take into consideration conference
schedules); workshops can be scheduled for either half a day (4h) or a
full day (8h).
– Workshops are open to all IFIP-ICEC attendees at no additional cost,
even if they do not submit any contribution to the workshops..
Submissions need to adhere to the stated workshop proposal deadline.
Additionally, to be considered for inclusion in the conference
proceedings, authors of workshop proposals may also submit a 6 page
(maximum, excl. references) paper in the Springer LNCS format,
observing the deadline for full paper submission.
Regular workshop proposals will not be included in the proceedings.
3.2 Tutorials
We invite proposals for tutorials that will be held in conjunction
with ICEC 2025. We invite proposals in all areas of entertainment
computing (see conference topics listed above) and particularly
welcome proposals that will focus on and promote discussion on new and
emerging trends. Tutorial proposals should be two pages in length and
must include the following information:
– Contact information (name, affiliation, address, phone number and
email) of the tutorial organizer(s);
– Relevant CV information of the tutorial leader(s);
– Tutorial title;
– Tutorial objective;
– Background/relevance of tutorial topic;
– Intended duration (3h or 6h); and
– Brief summary of the content.
To be considered for inclusion in the conference proceedings, authors
of tutorial proposals may also submit a 6 page (maximum) paper in the
Springer LNCS format, observing the deadline for full paper
submission. Regular tutorial proposals will not be included in the
proceedings.
4 Interactive Entertainment / Experiential Works
Interactive Entertainment / Experiential Works are interactive
demonstrations, installations and games that show early
implementations of novel, interesting, and important entertainment
computing concepts, systems, installations or games, or can serve to
showcase results not previously described in the research literature.
Both research and industry is encouraged to send in and showcase
demonstrators of novel approaches to entertainment. We particularly
encourage demonstrations with which attendees can interact and play.
An Interactive Entertainment / Experiential Works submission is a
shorter submission describing a novel approach to entertainment
computing concepts. Submissions will be peer-reviewed and should be
composed of a document with 4-5 pages using Springer LNCS format, and
structured as follows: (1) up to four pages for an extended abstract
and (2) a final page that contains the link to an online video, a list
of technical requirements (including electrical and connectivity
needs), and physical space requirements (including display and
footprint needs). Successful submissions will be included in the
conference proceedings. Submissions should follow the underlying
extended abstract structure and must be clear, straightforward, and
easy to understand. The extended abstract must contain the following
sections: abstract and keywords, introduction, methodology, findings,
conclusion, and references. Sections can be named differently, and
subsections can be included. Supporting figures, tables and images of
the results may be included in the extended abstract.
By default, demos and games will have a table, chairs and internet
connection available. By their nature, interactive installations are
intended for larger, potentially public spaces. We will try to
accommodate for the needs of these types of installations, but please
include a minimal set-up so that we know the range of requirements
that we will need to meet. Successful authors of
demonstration/installation submissions will be contacted by the chair
to confirm the availability of the requested resources. The abstract,
digital video and requirements supplement must be submitted
electronically.
5 Student Game and Interactive Entertainment Competition
Besides Interactive Entertainment, IFIP-ICEC 2025 also organizes a
competition for student games and interactive entertainment. All
students up to and including PhD candidate level are eligible to send
in their game or interactive entertainment installation, as long as
the demonstrator is fully experiential, and the demonstrator is part
of a research endeavor. This could be a platform to perform research
with, a research through design contribution, or a design exemplar of
something that advances the state of the art, but the paper detailing
the game or interactive entertainment installation should make clear
what the development of it may add to our knowledge of games and
entertainment. For PhD candidates, this could be a good venue to have
the artifact contribution of your interactive entertainment
installation peer-reviewed and published in official proceedings.
Submissions to the game and interactive entertainment competition
should be done in a 4-6 page extended abstract in Springer LNCS
format, that among others clearly describes the research goal, a
description of the experience of the demonstrator with pictures, and
how the demonstrator advances the state of the art.
Submissions furthermore require a video of at least 1:30 minutes that
clearly shows the experience of the game or interactive entertainment
installation. A download link to the executable in case of a game is
highly appreciated. Teamwork is allowed as long as the total amount of
work into the game or installation does not exceed 48 person-months.
At least one of the student authors on the paper needs to register and
be physically present at the conference to showcase the game or
installation in order to have a chance at winning the competition. A
jury of experts is formed at the conference to select the winner, and
the winner will be announced at the end of the conference.
There are two moments to enter the student competition. In order to be
eligible for the proceedings, you have to submit your paper by the
early submission deadline. If you want to participate in the
competition without a conference proceedings paper or on the basis of
an accepted full or work-in-progress paper, contact the student
competition chairs a week before the start of the conference at the
latest.
6 Doctoral Consortium
The Doctoral Consortium provides an opportunity for doctoral students
to explore and develop their research interests in an
interdisciplinary workshop, under the guidance of a panel of
distinguished researchers in entertainment computing and/or serious
games. We invite students who feel they would benefit from this kind
of feedback on their dissertation work to apply for this unique
opportunity to share their work with students in a similar situation
as well as senior researchers in the field. The strongest candidates
will be those who have a clear idea and an area, and have made some
progress, but who are not so far along that they can no longer make
changes. Also, as well as stating how you will gain from acceptance,
both you and your advisor should be clear on what you can contribute
to the Doctoral Consortium.
The Consortium will provide a supportive setting for feedback on
students’ current research and guidance on future research directions.
It will also offer each student comments and fresh perspectives on
their work from researchers and students outside their own institution
and promote the development of a supportive community of scholars and
a spirit of collaborative research. Current graduate students pursuing
a PhD project who would benefit from detailed workshop discussions of
their doctoral research should submit a single PDF file consisting of
a 4-page extended abstract of your thesis work in Springer LNCS
format, clearly specifying the originality of the work with respect to
current concepts and techniques, the importance of the work with
respect to fundamental issues and themes in entertainment computing,
results to date and their validity and contribution of the work
(expected and/or achieved) to entertainment computing and/or serious
games. Candidates must also send a biographical note, the sponsor or
project grant name (if applicable), and affiliation, as well as a
one-paragraph statement of expected benefits of participation for both
yourself and the other consortium participants (i.e., what will you
contribute as well as gain).
General Chair:
Ryosuke Yamanishi, Kansai University, Japan
Program Chairs:
Pablo Figueroa, Universidad de los Andes, Colombia
Maki Sugimoto, Keio University, Japan
Angelo Di Iorio, University of Bologna, Italy
Steering Committee
Jannicke Baalsrud Hauge (KTH, Sweden)
Jorge C. S. Cardoso (University of Coimbra, Portugal)
Esteban Clua (Federal Fluminense University, Brazil)
Rainer Malaka (University of Bremen, Germany)
Erik van der Spek (Eindhoven University of Technology, Netherlands)