In recent years, numerous papers in various fields of video games have been published. In many of them however, the tools, methods, and interventions performed are not feasible in the real world. Reasons include not paying enough attention to the costs and implementation challenges and the market needs. This poses a long distance between the proposed ideas and the users’ mindsets in the real world, which increases the difficulty of translating research findings into information that can be used in reality.
The special focus of CGCO’2022 is Video Games; an Evidence-based Approach. Our goal is to encourage researchers to rely on real evidence such as interviews, reports, case studies, and field studies to provide a platform to meet the real needs of the industry and the ecosystem. Obviously, this approach can be considered in all areas covered by the conference, including technical, arts, and humanities.
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