Dear Colleagues,

We just prolonged the ** deadline to 15 December 2016 ** of the 

Special Issue on Computational Intelligence in Serious Digital Games of the
*** IEEE Transactions on Computational Intelligence and AI in Games (T-CIAIG) 

Submissions should be 8 to 12 pages long, but ** short papers of 4 to 6 pages 
are also invited **. 

Please let us know if you are planning to submit a paper - this will allow us 
for better planning.
Please also note that the extended deadline will not be further prolonged. More 
info is given also below.

All the best and thank you,

Björn Schuller, Lucas Paletta, Peter Robinson, Nicolas Sabouret, Georgios N. 
Guest Editors

Intelligence in Serious Games IEEE Transactions on Computational Intelligence 
and AI in Games (T-CIAIG) 
Special issue: Computational Intelligence in Serious Digital Games 

Special issue editors: Björn W. Schuller (Imperial College & U Passau), Lucas 
Paletta (Joanneum Research), Peter Robinson (U Cambridge), Nicolas Sabouret 
(CNRS), Georgios N. Yannakakis (U Malta) 

Serious Games can be a game-changer for many individuals, and even our society 
as whole. As an example, such centred on empowerment and inclusion can help 
individuals with special needs or parts of the population to gain skills in a 
playful and fun way that can make the difference in their every-day lives. 
Today's serious games increasingly demand for computational intelligence and 
perceptual skills to best grasp the player's attention, behaviour, engagement, 
and game-progress whilst modelling often complex and demanding game 
environments. This includes (computational) emotional and social intelligence 
to allow to understand the player on different levels, motivate her or him, and 
optimally adapt the pace of learning. In addition, owing to the rapid 
development in mobile and body-worn sensor technology, games can be taken more 
and more into the real lives of players. Likewise, development of current and 
next-gen intelligent serious games demand not only for savoirfaire from the 
more traditional gaming perspective, but also increasingly for expertise in 
advanced machine learning, and in particular from the targeted gaming domain. 
The intention behind this special issue is to bring together late-breaking 
achievements, findings, and methods across according communities and 
disciplines around lending tomorrow's serious games enhanced intelligence for 
further benefit of their users. 

Suggested topics include, but are by no means limited to: 
. Big Data Usage in Serious Games 
. Machine Intelligence and Deep Learning in Serious Games 
. Cloud-based Serious Games 
. Complex Systems approaches for Serious Games 
. Mobile and Real-World Serious Gaming 
. Social and Emotional Intelligence in Serious Games 
. Intelligent Tutoring Approaches for Serious Games 
. Player Attention and Behaviour Modelling 
. Player-Adaptation and Motivation 
. Intelligent Solutions for Security & Privacy Preservation 
. Novel Intelligent Serious Games 
. Intelligent Serious Games for Empowerment and Inclusion 
. Intelligent Serious Games for Health and Well-being 
. User Studies & Tests of Serious Games 

Authors should follow normal TCIAIG guidelines for their submissions, but 
identify their papers for this special issue during the submission process. 
Submissions should be 8 to 12 pages long. Short papers of 4 to 6 pages are also 
invited. Extended versions of previously published conference/workshop papers 
must be accompanied by a covering letter that explains the novel and 
significant contribution of the extended work. See for author information. 

Deadline for submissions: ** NEW ** 15 December 2016 
Final copy due: 15 May 2017 
Notification of Acceptance: 15 February 2017 
Expected Publication: June 2017


Univ.-Prof. Dr.-Ing. habil.
Björn W. Schuller

Head (Full Professor)
Chair of Complex and Intelligent Systems
University of Passau
Passau / Germany

Reader (Associate Professor)
Department of Computing
Imperial College London
London / U.K.

Gilching / Germany

Visiting Professor
School of Computer Science and Technology 
Harbin Institute of Technology 
Harbin / P.R. China

Institute for Information and Communication Technologies 
Joanneum Research 
Graz / Austria

Centre Interfacultaire en Sciences Affectives 
Université de Genève 
Geneva / Switzerland

Editor in Chief 
IEEE Transactions on Affective Computing

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