FDG 2027 – Call for Papers

We are happy to announce the 22nd annual Foundations in Digital Games conference (FDG’27) will be held in Melbourne, Australia from June 21st to 24th 2027!

The 2027 conference theme is: “Bending, Breaking, Blaming: Negotiations with Games”. This theme asks researchers to consider negotiations broadly, including, but not limited to negotiation mechanics in gameplay, cheating and transgressive play behaviours, the various technologies used to modify and mitigate games, and the social-cultural negotiations of games and gaming communities.

We invite research from diverse disciplines and perspectives to submit their work for presentation at the conference. Submissions are encouraged to identify themselves under one of the following tracks:

  • Technical Game Design, Development and Studio Practices
  • Game Design Practices and Novel Player Experiences
  • Game Analytics and Visualisation
  • Game Artificial Intelligence, Player Characters and NPCs
  • Game Criticism and Analysis
  • Games Beyond Entertainment
  • Games Pedagogy / Games & Society
  • Generative AI and Games
  • Game Spectatorship and Non-Player Experiences (NEW TRACK!)
  • Tabletop Play and Design (NEW TRACK!)
  • Game and Play Histories (NEW TRACK!)

Details about all the conference tracks are available below. Alignment with the conference theme is appreciated but not required for consideration in the programme.

Important Dates

All deadlines are 23:59 AoE on the indicated date. All submissions must be in a PDF format and are to be submitted via EasyChair.

  • Workshop and Panel Proposals - November 16th, 2026
  • Acceptance Notifications (Workshop and Panel Proposals) - December 1st, 2026
  • Meta-data submissions (Full Papers and Abstract-Only) - January 4th, 2027
  • Full submissions (Full Papers, and Abstract-Only) - January 11th, 2027
  • Acceptance notification (Full Papers, Abstract-Only) - March 1st, 2027
  • Late-Breaking Work, Games and Demos, and Doctoral Consortium - March 8th, 2027
  • Acceptance notifications (Late-Breaking Work, Games and Demos, DC) - April 12th, 2027

Submission Details:

All deadlines are 23:59 AoE on the indicated date. All submissions must be in a PDF format and are to be submitted via EasyChair.

All submissions, except Workshops and Panels proposals and Doctoral Consortium applications, will undergo a double-blind review process. All authors named on a submission are asked to contribute to the reviewing process.

Full Papers Submissions –
Deadline: January 4th (meta-data), January 11th (full paper)

We invite authors to submit full papers reporting on new research to the conference. Accepted submissions will be presented as a paper talk at the conference and archived in the ACM Digital Library.

Full papers submissions must be prepared using the ACM Primary Article template – using [manuscript, screen, review] for LaTeX users and the Primary Article workflow for Word users. Manuscripts are single-column format and should be anonymised for review. The length of a full paper should be commensurate with its contribution and methodology. Manuscripts are generally up to 16 pages in length, excluding references. Manuscripts over this length may be considered but will need to provide a justification for the additional length during the submission process. Submissions over 24 pages single-column (excluding references) will be desk-rejected for excessive length.

Metadata (i.e. author names, paper title, potential tracks) and paper abstract must be submitted on January 4th via EasyChair. Papers with incomplete metadata and/or incomplete abstracts will be desk rejected.

Full paper submissions are due on January 11th.

Abstract-Only Submissions –
Deadline: January 4th (metadata), January 11th (abstract)

We invite abstract-only submissions reporting on new research to the conference. Accepted submissions will be presented as a paper talk at the conference but will not be archived in the ACM Digital Library. We encourage industry-based authors who are interested in presenting on their processes, practices, and reflections to consider this submission format.

Abstract-only submissions must be prepared using the ACM Primary Article template – using [manuscript, screen, review] for LaTeX users and the Primary Article workflow for Word users. Manuscripts are single-column format and should be anonymised for review. Abstract-only single-column manuscripts may be up to 2 pages, excluding references. Submissions over this length will be desk-rejected.

Metadata (i.e. author names, paper title, potential tracks) must be submitted on January 4th via EasyChair. Papers with incomplete metadata will be desk rejected.

Full abstract-only submissions are due on January 11th.

Workshops and Panel Submissions –
Deadline: November 16th (full proposal)

We invite proposals for workshops, panels, fireside chats, game jams and competitions, tutorials and masterclasses, working group sessions, and other activities which promote engagement to the conference programme. We particularly invite proposals for creative, inter- or cross-disciplinary, and non-traditional activities (e.g. live action roleplays, megagames) which engage with either the conference theme or emerging game-related topics. Submissions for this track should propose whether they are planned for session (90 minutes), half-day (2 x 90-minute sessions, with a break in-between), or full-day (4 x 90-minute sessions, with 2 coffee-breaks, and 1-lunch break).

Workshop and Panel proposals must be prepared using the ACM Primary Article template – using [manuscript, screen, review] for LaTeX users and the Primary Article workflow for Word users. Proposals are single-column format and should be anonymised for review. Proposals may be up to 4 pages, excluding references. Submissions over this length will be desk-rejected. Proposals should address at minimum:

  • What is the topic of the workshop/panel/activity?
  • Why is the topic interesting to the FDG audience?
  • Who are the organisers of the activity and what is their relevant experience?
  • Have you run this workshop/panel/activity, or a similar one, before either at FDG or another venue?
  • If yes, how many participants were involved, and was the overall outcome positive?
    • How many participants were involved?
    • Was the overall outcome positive?
  • What is the planned format and length of the workshop/panel/activity?
  • What type of physical space and materials (e.g. technology) would you need to run this workshop/panel/activity at the conference?
  • Will your workshop/panel/activity be possible within a hybrid format?
  • Does your workshop/panel/activity plan to accept its own submissions (e.g. papers, demos, etc)?
  • Is your activity seeking to have its submissions published as part of the conference proceedings?
    • What is your prospective peer review process?
    • What is your estimated timeline?
  • How do you plan to advertise your workshop/panel/activity to potential participants?

Workshop and Panel proposals will be published in the proceedings as an ACM Extended Abstract and archived in the ACM Digital Library. Accepted workshops will be informed of necessary deadlines and processes for workshop publications. Full proposal submissions are due on November 16th 2026.

Late-Breaking Work Submissions –
Deadline: March 8th (full submission)

We invite submissions of short papers, work-in-progress, provocative perspectives, and vision studies to the conference as part of the Late-Breaking Work submissions. Accepted submissions will be presented as A0-size posters at the conference, published in the proceedings as an ACM Extended Abstract and archived in the ACM Digital Library.

Late-Breaking Work submissions must be prepared using the ACM Primary Article template – using [manuscript, screen, review] for LaTeX users and the Primary Article workflow for Word users. Manuscripts are single-column format and should be anonymised for review. Late-Breaking Work manuscripts may be up to 6 pages, excluding references. Manuscripts over this length will be desk rejected.

Late-Breaking Work submissions are due on March 8th.

Games and Demos Submissions –
Deadline: March 8th (full submission)

We invite submissions of interactive demonstrations of games (both tabletop and digital), tools, systems, and playful technologies. Accepted submissions will be presented at the conference as an interactive demonstration, published in the proceedings as an ACM Extended Abstract and archived in the ACM Digital Library.

Games and Demos submissions must be prepared using the ACM Primary Article template – using [manuscript, screen, review] for LaTeX users and the Primary Article workflow for Word users. Manuscripts are single-column format and should be anonymised for review. Manuscripts may be up to 4 pages, excluding references. All submissions of this type must include a video of the demo, and where possible a link to the demo. Submissions over the specified page-length, or missing the video component, will be desk-rejected.

Accepted demos will be provided with a table, a power cable, and a monitor (on request). Any other materials needed to showcase your submission will need to be provided by the authors.

Doctoral Consortium Submissions –
Deadline: March 8th

The FDG Doctoral Consortium (DC) offers PhD students a valuable opportunity to present their research plans and discuss them with peers and academic mentors in a supportive and constructive environment. The full-day event will take place on the workshop day preceding the FDG conference, with the aim to encourage collaboration, peer support, and mentorship.

Doctoral Consortium submissions must be prepared using the ACM Primary Article template – using [manuscript, screen, review] for LaTeX users and the Primary Article workflow for Word users. Manuscripts are single-column format and may be up to 4 pages, including references. Submissions should not be anonymised, and should include:

  • Research topic and questions,
  • Research approach and methods,
  • Details of progress and publications to date,
  • Issues or challenges in research,
  • An author bio,
  • References

DC submissions are due by March 8th.

Ahead of the DC, accepted applicants will be assigned to small groups for paper-exchanges and are expected to read other accepted papers in their assigned group.

On the morning of the DC, accepted applicants will be asked to deliver a short presentation of their paper with a particular focus on the issues or challenges they are facing. In the afternoon, participants will be broken into small groups to discuss research methods and challenges with peers and an assigned mentor.

Track Details:

Game Spectatorship and Non-Player Experience (NEW!!)

This new track invites research on game spectatorship and non-player experiences. This includes both artifact-based and scholarly work which advances our understanding of the breadth of experiences with games outside of the player perspective. Examples of work suitable for this track includes, but is not limited to, theories of spectator experience, fused spectator/player experiences (e.g. Twitch Plays Pokémon), studies of gaming locations and events such as boardgame cafes, conventions, and competitions (both professional and fan-organised). We specifically invite work detailing player community practices, both in-person and online, to submit to this track.

Game and Play Histories (NEW!!)

This new track invites research on advancing our understanding of the history of games and play. Suitable work in this track would include, but is not limited to, historiographies of games and gaming cultures across the world, preservation methods for games and playful things, archaeological game sites and historical games, the use of games/play in GLAM (galleries, libraries, archives, and museums), etc. Individual analyses of games as cultural heritage are more suited for the Criticism and Analysis track.

Tabletop Play and Design (NEW!!)

This track invites research on the game design, play practices, and player experiences of tabletop games, such as board games, card games, dice games, war games, and tabletop roleplaying games. Scholarly works advancing the theories and practices surrounding tabletop game design and player experiences are suitable for this track. Novel interaction design and tools for tabletop play are welcome to submit to this track, but research does not need to have an electronic or computing-enabled component to be considered. This track focuses specifically on tabletop games/play for entertainment; works about the design of games for learning or serious games/play should instead apply to the Games Pedagogy / Games & Society, or the Games Beyond Entertainment track as appropriate.

Technical Game Design, Development, and Studio Practices

This track invites research on the technical design and implementation of game development. This type of research examines the game design and implementation OUTSIDE of the context of player experiences. Works advancing the design and implementation of game engines, graphics and rendering processes, optimising algorithms, and the creation of novel interaction techniques are all captured in this track. Advances in the design of processes for production of tabletop games, such as methods for improving fabrication of pieces, or tools for optimising design processes are also invited.

Game Design Practices and Novel Player Experiences

This track invites research on game design theories, practices, and understandings in relation to its impact on player experiences. Scholarly works proposing new theoretical insights into game design (e.g. frameworks, patterns, design guidelines), novel design/development practices which highlight different priorities or perspectives (i.e. not technical improvements), and studies of player experiences and play practices are captured as part of this work.

Game Analytics and Visualisation

This track invites research on game analytics, data visualisation and analyses of player behaviours (e.g. playtraces, other behaviour data) or industry trends. Suitable work for this track includes, but is not limited to, computational models of players, analyses of trends in player markets and the gaming industry, tools for transparent data visualisation, etc.

Game Artificial Intelligence, Player Characters and NPCs

This track invites research creating, advancing or analysing the applications of computational models and other frameworks of system design to games and their components. Suitable work for this track includes things such as work on procedural content generation systems, game-playing bots, believable non-player characters, dynamic adaptation systems, etc. This track is not intended for work involving LLM-based research but does accept other forms of algorithmic domains like neural networks and machine learning. LLM-based research is encouraged to apply to the Generative AI and Games track.

Game Criticism and Analysis

This track invites work on games criticism and analysis from a humanities-informed perspective, including but not limited to perspectives such as digital humanities, cultural studies, critical theory, communications, and related fields. This track will also consider critical, theoretical, and historical analyses of games, and gaming cultures. Works on historical games or game preservation should instead submit to the Game and Play Histories track.

Games Beyond Entertainment

This track invites work on games where the primary goal is not entertainment. Suitable work for this track may include the design of autobiographical games, design and analyses of eudaimonic game systems, explorations of speedrunning and glitch finding play experiences, janky games, mods and hacks, exergames and rehabilitation, speculative futures in games, etc. Work examining the application of existing games in learning and broader societal contexts should consider submitting to the Games Pedagogy / Games & Society track.

Games Pedagogy / Games & Society

This track invites research on the application of games in learning and broader societal contexts. Submissions to this track may include, but are not limited to: practices and frameworks for teaching game design/development, games designed for learning or specific purposes, gamification, analyses of games in relation to legal and political contexts, contemporary historiographies of games/gaming cultures, examinations of and reflections on the impacts of identity roles in game design and play practices, etc.

Generative AI and Games

This track invites research on the use of LLM/Generative AI tools in game design, development, analysis, and play. Submissions to this track may include analytic case studies, user studies, tool implementation, human-AI teaming, and more. Works on other forms of AI (e.g. machine learning, dynamic scripting, genetic algorithms, procedural content generation, etc) are invited to submit to the Game Artificial Intelligence, Player Characters, and NPCs track.