The game community continues to grow and embraces stakeholders with broad interests. There are games for entertainment, serious games (i.e., games with a purpose), and gamified applications. Entertainment games, for example, are a thriving industry with over two billion players around the world; this industry generates over 120 billion in revenues. However, today’s large-scale entertainment games have many challenging development issues. They are complex, can take years to develop, and rely on teams with expertise spanning artistic, computer science, software engineering, and business skills. Games have demanding traditional quality of service requirements (e.g., performance, reliability, scalability, usability). They also have distinct user experience requirements to provide players with a game that is engaging and fun.
The interdisciplinary games and software engineering research community investigate game development issues from the perspectives of traditional engineering (e.g., requirements engineering, design, testing) and umbrella (e.g., lifecycle processes, configuration management, traceability) activities. In addition, topics including metrics, re-use, data analytics, user experience, and so on are also explored. Automating the methods for these diverse topics is essential to support the rapid, cost effective development of high quality games. ASE4Games 2022 provides a forum to explore issues that crosscut the automated software engineering and the game development communities.
Theme and Topics
Game developers share a common community of interest: how to best engineer game software. They focus their attention on entertainment market opportunities, game-based applications in non-entertainment domains such as defense, education, healthcare, and scientific research (i.e., serious games), and the gamification of applications to improve engagement. This workshop seeks contributions from academic researchers and commercial game developers, addressing topics that span the emerging and current research challenges in the areas including, but not limited to:
- Automated requirements engineering methods for games.
- Automated software architecture and design methods for games.
- Automated generation and modding of games.
- Automated software testing for games, including usability and playtesting.
- Automated model based representations, analyses, and transformations (forward, reverse).
- Automated monitoring, analysis, and visualization of game play data acquired from large scale games.
- Automated machine learning techniques applied to game development.
- Automated adaptation of game play.
- Automated workflows/processes for game development (e.g., Agile, DevOps).
- Automated configuration management, traceability, and build methods for game development.
- Tools, infrastructure, and services supporting automated game development methods.
All submissions will be refereed by three members of the program committee. Accepted submissions will be published in the conference electronic proceedings and in both the ACM Digital Library and the IEEE Digital Library.
Submissions are accepted as follows:
- Long research papers (8 pages)
- Short research papers (5 pages)
Submissions must follow the ASE 2022 submission instructions using the ACM Proceedings Template. Note that the names and ordering of authors in the camera ready version cannot be modified from the ones in the submitted version.
ASE4Games 2022 requires that at least one author on each accepted paper will register for, and attend, the ASE4Games 2022 workshop, and give a presentation on the results.
Papers submission is via EasyChair: https://easychair.org/my/conference?conf=ase4games2022.
Abstract deadline: July 8th
Submission deadline: July 15th
Notification: August 19th
Camera ready: September 2nd
Workshop date: October 10th