Chair Co-Chair
Emanuel Berdichevsky

Emanuel Berdichevsky
Emanuel Berdichevsky
Emanuel Berdichevsky has a degree in Computer Science from UADE. He has the international Project Management Professional (PMP) certification granted by the Project Management Institute (PMI) and is an active member of the Buenos Aires Chapter of that institution. He is an active collaborator of the IEEE Argentina Games Technical Committee (GTC), co-organizing activities related to the use of video games in education (STEAM Nexum conference) and its relationship with computational intelligence (TRIC conference). He is the editor of the Ludorama Magazine, which analyzes the impact of video games on society; and a collaborator in the Cybercirujas organization, training, and repairing/recirculating computer equipment. He is in constant training in the disciplines of Video Game Production, Game Design, and Video Game Development.

Mariana Zaffaroni



PhD. Alexander Dockhorn

PhD. Alexander Dockhorn

Alexander Dockhorn is Junior professor at the Institute for Information Processing of the Gottfried Wilhelm Leibniz University Hannover (LUH). Following his dissertation at the Otto-von-Guericke University of Magdeburg (OVGU), he worked at the Queen Mary University of London(QMUL) and later came back to the OVGU. During this time, he studied artificial intelligence in general strategy games and began working on abstraction methods to facilitate more efficient search strategies in complex applications. His current research interests include model-based decision-making, transfer learning, and explainable machine learning. He is an active member of the Institute of Electrical and Electronics Engineers (IEEE), for which he serves as chair of the IEEE CIS Games Technical Committee and the Summer School Subcommittee.

Video games not only underpin one of the world’s most profitable industries but also provides a challenging and general environment for the advancement of Artificial Intelligence (AI) and Computational Intelligence (CI)

This track brings together leading researchers and practitioners from academia and industry in the field of video games to discuss recent advances and explore future directions. This track covers all topics in the field of games, from game design to intelligence and game theory, including scientific, technical, engineering, and social aspects.

Video games, besides being a kind of digital entertainment that worth billions of dollars worldwide, is indeed, from a technological standpoint, a challenging scenario for the methods of comparative evaluation of computational intelligence, since they provide dynamic and competitive elements related to real-world problems.

This topic aims to bring together leading researchers and professionals, from academia and industry, to discuss recent advances and explore future directions in this field.

For this topic, the following subtopics are suggested. Please note that you may send your paper beyond the scope of this list. To submit the paper follow the instructions Tutorial for Paper Submissions


  • Art in Video Games
  • Gamification Experiences
  • Experimental Video Games
  • Intelligent Video Games Systems
  • Marketing and Video Games
  • Video Games and Health
  • Simulation in Video Games
  • Game Art
  • Video Games for STEAM Experiences (Science, Technology, Engineering, Arts, Mathematics)
  • Social Activism and Video Games

You are invited to participate in the video game track through two modalities: the traditional full-paper, and an alternative video abstract in which the developer and researcher are allowed to communicate advances, state of the art, and/or preliminary results in a short format.
To send abstract video see Instructions for sending videos on track VIDEOGAMES




3870 Productos interactivos gamificados para promover la lectura de autores independientes Lorena Martinez Elizalde and Carlos Astengo Noguez
7917 Gamification for Healthy Aging Mario Bruno