Call: Videojogos 2026 – 16th Conference on Videogame Sciences and Arts

Call for Papers:

Videojogos 2026, 16th International Conference on Videogame Sciences and Arts
December 3-4, 2026
Universidade Lusófona
Centro Universitário de Lisboa, Portugal
https://videojogos2026.ulusofona.pt/

Deadline for submissions of full papers: October 1, 2026

For over fifteen years, Videojogos has brought together researchers, developers, artists, educators, designers, students, and industry professionals to discuss the evolving role of games in society. The conference provides a multidisciplinary forum for presenting cutting-edge research, innovative design practices, critical perspectives, and creative projects that explore games as technological, cultural, educational, artistic, and social phenomena.

As games continue to shape how we learn, communicate, create, work, and imagine futures, Videojogos 2026 welcomes contributions that challenge assumptions, bridge disciplines, and advance the state of knowledge in games research and practice.

The Portuguese Society for Videogame Sciences (SPCV), in partnership with Universidade Lusófona – Centro Universitário de Lisboa, invites submissions for the 16th International Conference on Videogame Sciences and Arts (Videojogos 2026).

TOPICS

The conference welcomes submissions addressing, but not limited to:

Game Technologies and Computational Methods

  • Game Technologies, Engines, and Architectures
  • Game Programming and Software Engineering
  • Computer Graphics, Animation, and Audio Technologies
  • Artificial Intelligence and Machine Learning in Games
  • Procedural Content Generation
  • Game Analytics and Player Modelling
  • Quality Assurance, Testing, and Verification
  • Networked, Online, and Distributed Games
  • Virtual, Augmented, and Mixed Reality
  • Data-Driven and Computational Methods for Game Research
  • Game Production Technologies and Information Systems

Human-Centred Computing and Play

  • Human–Computer Interaction in Games
  • Player Experience and User Experience
  • Computational and Digital Approaches to Play Studies
  • Games, Digital Culture, and Interactive Media
  • Online Gaming Communities and Socio-Technical Systems
  • Streaming and Content-Creation Technologies
  • Esports Platforms, Systems, and Analytics
  • Responsible Game Technologies and the Ethics of Play
  • Critical Perspectives on Game Technologies and Platforms
  • Digital Games and Social Interaction

Game Design and Development

  • Game Design Methodologies
  • Interaction Design for Games
  • Participatory and Co-Design Approaches
  • User-Centred and Human-Centred Game Design
  • Independent Game Development
  • Prototyping and Iterative Development
  • Game Mechanics and Interactive Systems
  • Adaptive and Personalised Game Experiences
  • Evaluation Methods for Games and Playful Technologies
  • Game Production, Platforms, and Digital Business Ecosystems

Games for Learning, Health, and Impact

  • Serious Games and Applied Game Technologies
  • Game-Based Learning Systems
  • Gamification and Playful Interactive Systems
  • Digital Games for Health and Well-Being
  • Behaviour-Change Technologies
  • Digital Games for Training and Simulation
  • Educational Technologies and Learning Analytics
  • Sustainability and Climate-Action Games
  • Evaluation of Game-Based Interventions
  • Technology-Enhanced Play in Formal and Informal Learning

Accessibility, Inclusion, and Responsible Design

  • Accessible Game Technologies
  • Adaptive Interfaces and Interaction Techniques
  • Disability and Digital Play
  • Neuroinclusive Human-Computer Interaction
  • Inclusive and Universal Design
  • Assistive Technologies for Games and Play

Responsible and Ethical Game Design

  • Accessibility Evaluation and User Testing
  • Interactive and Computational Storytelling
  • Narrative Systems and Narrative Design
  • Sound, Music, and Audio Technologies for Games

Art Games and Interactive Digital Systems

  • Experimental Game Technologies
  • Creative Applications of Artificial Intelligence
  • Virtual and Immersive Creative Experiences
  • Digitally Augmented Hybrid and Tabletop Experiences
  • Tangible, Embodied, and Multimodal Interaction
  • Computational Tools for Creative Game Production

SUBMISSION

Submission Categories:

  • Full Papers (12-15 pages)
  • Short Papers (6-11 pages)
  • Posters (must follow the short paper guidelines)
  • Games Showcase // Competition

Important Dates:

Submission Opening: June 18, 2026
Full Paper Submission Deadline: October 1, 2026
Notification of Acceptance: October 20, 2026
Camera-Ready Submission: November 2, 2026

Submission Details:

The submissions must carefully follow the Instructions for authors
Templates must also be adopted: ⁠Word version  |  ⁠⁠Latex version
Submission link: https://meteor.springer.com/VJ2026
Games showcase//competition submission HERE

PUBLICATION

The scientific contributions accepted in the conference will be published by Springer in a volume of Communication in Computer and Information Sciences (CCIS). You can check last year’s edition HERE.

REGISTRATION

Early bird registration is available until October 15, 2026. Authors are required to register by October 31, 2026.

[See registration fees at https://videojogos2026.ulusofona.pt]

ORGANIZATION

Conference Chair: Carla Sousa (Universidade Aberta, Portugal)
Conference Co-chair: José Carlos Neves (Universidade Lusófona, Portugal)

Organising Committee:
Filipe Luz (Universidade Lusófona, Portugal)
Pedro Pinto Neves (Universidade Lusófona, Portugal)
Cátia Casimiro (Universidade Lusófona, Portugal)

Scientific Chairs:
Bárbara Barroso (Instituto Politécnico de Bragança, Portugal)
Maria Luz Castro Pena (Universidade da Coruña, Spain)
Mustafa Can Gursesli (Tampere University, Finland)
Samuel Silva (Universidade de Aveiro)

MORE INFORMATION

Please visit https://videojogos2026.ulusofona.pt


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