Call: The First Creative Gaming Conference (CG2015)

The First Creative Gaming Conference (CG2015)


Abstract Submission: 12 May 2015
Notification: 15 June 2015
Conference: 8 September 2015
Full papers submitted for peer review: 14 September 2015
Notification: 10 October 2015
Submission of revised papers: 30 October 2015
Publication: 30 November 2015

Creative Gaming (CG2015) is an academic conference exploring creative gaming, playful interactivity and serious games which will be held at the Auckland University of Technology on 8 September 2015. CG2015 is being hosted by The School of Art and Design, PIGsty (The Play, Interaction and Games Lab) and Colab Creative Technologies Research Institute at AUT.

The conference will address the following questions: What is creative gaming? What are the trends in creative gaming? How can games be used to promote creativity or allow playful activities that encourage critical thinking? How is creative gaming being used to support wellbeing? How can we encourage creativity through game production?

The aim of the conference is to bring together researchers, developers and practitioners across all areas of play, games and human-computer interaction. The goal of this first conference is to highlight and foster discussion about current high quality research in creative gaming as foundations for the future of playful interactivity and serious games.

Submission types:

  1. an abstract up to a maximum of 300 words outlining the scope of a paper to be presented at the conference
  2. a 100 word abstract for a poster
  3. a 100 word proposal for a game or installation to be presented at the conference.


Abstracts must be submitted no later than Tuesday 12 May 2015, by email, to


The conference encourages multidisciplinary papers, including (but not restricted to) the following themes:

  • Applications (e.g. case studies, examples of good practice) illustrating the practical usefulness and impact of creative gaming, serious games and virtual worlds
  • Methodologies, theories and frameworks (e.g. participatory design methods, mixed methodologies for data collection and analysis, cross-disciplinary methods)
  • User-centred approaches to design and the serious applications of games and virtual world technologies
  • New technologies, for example AI applications, augmented reality, mobile technologies, GPS technologies, sensor technologies and social networking software
  • Playful or game-based solutions which encourage positive behavioural change or consider the motivational aspects of games
  • The use and usefulness of serious games and gamification
  • Game based learning and the social, cultural and collaborative aspects of play
  • Multimodality and learning

Key words: creative gaming, pedagogical principles, realism, engagement, learning and entertainment, persuasive games, serious games and alternative reality games, immersion, ethics, game literacies, game cultures and creative gaming.


Live presentation made at the conference (20 mins)
Poster presentation (10 mins)
Exhibition including video, objects and interactive installations


Selected authors will be asked to submit full papers of up to 4,000 words for peer review for a special issue of the Journal of Creative Technology – Creative Gaming 2015. We aim to publish The Journal of Creative Technology Creative Gaming 2015 issue by 30 November 2015. We look forward to receiving your abstracts. We will be in touch again shortly with further details and conference booking information.

For more information see

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