EDG: The 1st Workshop on Engineering Digital Games: Towards the Next
Generation of Programming Models, Languages and Authoring Tools is a
full-day workshop on June 25 2012. It is co-located with the fourth ACM
SIGCHI Symposium on Engineering Interactive Computing Systems (EICS) in
Workshop website: http://equis.cs.queensu.ca/~eicsgamesworkshop/
Conference website: http://eics-conference.org/
Submission: April 23
Notification: May 7
Final version: May 21
Digital games have become an increasingly important form of entertainment.
Their appeal includes their engaging interactive nature, the social
opportunities they afford through networked play, and their wide
availability on platforms ranging over the web, mobile phones, specialized
consoles, and traditional PCs.
Game developers face relentless pressure to deliver better graphics, more
realistic physics, more natural forms of interaction, and support for
larger networked groups. Thus, games are becoming more expensive to
produce and require ever more sophisticated expertise to create. At the
same time, prices of games are dropping (particularly for mobile and
social platforms). Games are also proving valuable in specialized markets
such as education, advertising and physical therapy, where the large teams
and budgets used by traditional studios are not available.
Clearly, techniques are required allowing developers to quickly implement
new game ideas with decreasing need for advanced programming skills. Yet
games are still built using low-level techniques based around the
frame-loop architecture, the scene graph data structure, C++ API’s to
physics, networking and AI libraries, and low-level programs on the
graphics processing unit.
In this workshop, we will explore current research into programming
models, authoring and implementation tools, and domain-specific languages
that address the hard problems of game development, aiming to reduce
development time, increase support for rapid iterative development,
support developers’ creativity, and reduce requirements for low-level
Position papers should be two to four pages long in SIGCHI format.
Specific problem domains to be addressed in the workshop include (but are
not limited to):
* Novel software architectures for games, such as entity-based
* Novel programming models for AI
* Novel programming models for networking in games
* Novel tools and languages for game design and game narrative
* Creativity support in game development tools.
Position papers should express a position, not simply report on research
you are performing. They should form a launching point for discussion at
the workshop. Each position paper should include a short bio of the
authors of the paper. Accepted papers will be published on the web site.
Please email your submission in PDF format to
by 8:00 PM Pacific Time (PT) on April 23, 2012.
School of Computing, Queen’s University, Kingston, Canada
Entertainment Computing Group, University of Duisburg-Essen, Duisburg, Germany