Interactive Entertainment 2012 (IE2012)

IE 2012
21-22 July 2012
Auckland, New Zealand
The 8th Australasian Conference on Interactive Entertainment

The Australasian Conference on Interactive Entertainment  is a  cross-disciplinary  conference   that   brings   together researchers from artificial intelligence,  audio,  cognitive science, cultural studies, drama,  HCI,  interactive  media, media studies, psychology, computer  graphics,  as  well  as researchers  from   other   disciplines   working   on   new interactive entertainment specific technologies or providing critical analysis of games and interactive environments.

We like to think of play not as an effective  tool  that  is used to a certain end, but rather, that play is valuable  in itself and has  the  power  to  transform  our  systems  and change our view of the world. Play is close to its  players, free  and  challenges  (external)  control.  The  notion  of playing the system can be associated with   counter-culture, taking on the system, emancipation from domination,  change, doing  things  differently,  unintended  use,  trying   out, tinkering around and taking control. The struggle  over  the control of the computer can be shown in many situations.

Using computers has become mainstream today. Will  users  be happy being consumers or will they start to  be producers of the  digital  medium?  Interaction  is  hard,  and   without initiative and  considerable  skills, the  results  will  be trivial. The process  includes  failure.  Many  so-called interactive experiences are shallow and narrow, not offering the user any real participation. Being passive is easy.

But the computer is not used to its full  potential  if  the users limit themselves to copy, re-do or re-create  what has been done before. The interaction with the  computer  places the control over it in the hands of its users, arguably more so than previous media. Users demand and take  ownership  of the digital medium, when they start to  (mis-)  use  it  for producing, extending, changing and creating reality. In this process  media  consumers  turn  into  users,  artists   and players.

Users who playfully interact with their  computers  are  not necessarily playing  computer  games,  but  fight  with  the computer, accept a challenge, try to reach their  own  goals and not the ones that were  anticipated  by  somebody  else. Competent users can change the medial form, not only  fiddle with the (arbitrary) content; they can reformat the  medium, and modify the rules of play. The world of media is changing fast. People who watched TV ten years ago will never go back to linear  media.  Their  attitude  towards  technology  has changed. They are not asking  for  permission,  reading  the manual or following orders. They are playing the system.

Playing Games:
The track revolves  around  game  design methodologies  and  game  development   technologies   which includes  artificial  intelligence,   graphics,   animation, gamification   concepts,   tangible    interaction,    mixed realities, augmented realities,  phenomenology,  embodiment, place and space, time, tactile interfaces, haptics,  motion- detection games and networked play.

Playing Art:
This track centers around  questions  on information,  communication  and  awareness;  analogue   and mechanical art meet digital art, game art,  engaging  people and offering new perspectives and experiences, and  changing the way we see the world.

Playing Mobile:
This track  focuses  on  mobile  gaming, teams,  location-based  play,  competition,   collaboration, performative  aspects,   splitting/meeting/joining   groups, making movies with mobile phones and/or cultural remixing.

Playing Education
Topics in this   track   are   learning, understanding, exploration,  invention  and  surprise;  this might  or  might   not   include  outright educational drill games.

The four tracks overlap, but focus on different  aspects  of playing   the   system.    Multiple    perspectives    allow interdisciplinary contributions from  the  areas  of  media, play, art, design, science, installations,  performance  and film. The more  interaction  there  is  between  theory  and practice the better. There are many  questions  that  bridge several tracks, e.g. play and the  real  world,  simulation, random  chance,  flow,  immersion,  complexity,   challenge, medial convergence, collaboration and multiplayer games  and their dynamics.

We  welcome  academic  papers  and  practical   works,   and combinations. We expect contributors  to  develop  a  strong vision, explore it, test it,  backup  their  claims;  to  be focused and critical. Submissions will only be  accepted  if they contain a high level of innovation and research  rigor. Not everything is getting  more  fun,  better  and  brighter because somebody claims it is  interactive.  Note  that  the list of topics provided is not exhaustive  and  top  quality works in areas that have a strong correlation to our  themes are always welcome.

IE2012 will only accept submissions via

IE2012 will accept four kinds of submissions; all  accepted submissions will be included in the conference proceedings.

Long Papers: Maximum 10 pages.
Regular papers represents mature work where  the  work  has been rigorously evaluated. All regular papers will be  peer reviewed for technical  merit,  significance,  clarity  and relevance to interactive entertainment. Accepted papers are required  to  give  a  15-20  minute  presentation  at  the conference.

Short Papers: Maximum 3 pages.
Short papers represent novel work in progress that  may not be yet as mature  as   regular   submissions,   but   still represents a significant contribution  to  the  field.  All short papers will be peer  reviewed  for  technical  merit, significance,  clarity   and   relevance   to   interactive entertainment. Accepted papers are required  to  present  a poster at the conference.

Demo Submissions: Maximum 1 page.
Technical  demonstrations  show  innovative  and   original implementations to interactive entertainment.  Demo  papers will be reviewed by the conference chair  and  the  program chair for significance and relevance. Demo  presenters  are responsible for bringing the necessary equipment to set  up their own demo at the conference.

Exhibition Submissions: Maximum 3 pages.
Exhibition papers can represent both mature and novel  work related to interactive  entertainment.  Applicants  are  to submit a short write-up outlining and  contextualising  the work to be exhibited, including  pictures. They  will  need provide a clear understanding  of  the  proposed  exhibited design  work,    its    relationship    with    interactive entertainment  supported   by   design   argumentation.   A detailed description of what and  how  the  work  needs  to be exhibited should also be  included.  Exhibit  presenters are responsible for bringing  the  necessary  equipment  to set up their own exhibit at the conference.

All submissions must be in PDF format, formatted  according to the official ACM proceedings format  using  templates at For a submission to appear in the proceedings, at least one author must register for the conference by the deadline.

All conference papers will be fully  peer  reviewed using a double-blind process (i.e., authors names and  affiliations are omitted) by  an International Review  Panel  to  ensure research dissemination of the highest quality. IE2012  will not accept any paper that, at the time  of  submission,  is under review for or has already been published or  accepted for publication in another journal or conference.

Successful authors have  the  opportunity  to  modify  their papers to include  recommendations  from  the  International Review Panel. All  accepted  papers  are  published  in  the CD-ROM  conference  proceedings.  Accepted  papers  will  be published in the IE2012 conference proceedings.  Please  see for papers from previous years.

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