About PRICE Workshop
Motivation and Rationale
Esports is no longer a niche hobby; it is a major cultural and economic force, with a global audience in the hundreds of millions and a market size exceeding $1 billion. The performance and experience of both players and spectators are critically dependent on the underlying technology.
Success in competitive games hinges on a complex interplay between hardware capabilities, software optimizations, and the limits of human perception. For example, the “peeker’s advantage” in first-person shooters is a direct consequence of network latency, while player performance can be significantly impacted by display refresh rates and input-to-photon latency.
Currently, research in this domain is fragmented, with relevant work appearing in disparate conferences across graphics, systems, networking, and HCI. There is no single venue that brings these communities together to focus specifically on the unique challenges posed by esports, and workshops at area-specific conferences help bridge these gaps.
Why SIGGRAPH?
SIGGRAPH is an ideal home for an esports workshop. As the premier conference for computer graphics and interactive techniques, it attracts a unique mix of leading academic researchers and industry pioneers from game studios, hardware manufacturers, and engine developers.
The workshop will bridge the gap between academic inquiry and industrial application, fostering crucial dialogue that drives innovation in this rapidly evolving field. This provides a much-needed focal point for this emerging research area.
Target Audience
This workshop is of interest to a broad audience, including:
- Academic researchers and graduate students in graphics, HCI, systems, and related fields
- Industry professionals, including game engine developers, graphics programmers, and game designers
- Hardware engineers and researchers from GPU, CPU, and peripheral manufacturers
- Esports professionals, including analysts, coaches, and technology consultants
We hope to create an environment for close personal interaction and meaningful networking among participants.
Frequently Asked Questions
Q: What format should my submission be in?
A: Submissions should be 4-8 pages of single-column format (excluding references) using the ACM authoring template. See our Call for Papers for complete formatting requirements.
Q: Can I present work from industry?
A: Absolutely! We welcome submissions from both academic researchers and industry professionals.
Q: Is the workshop in-person or virtual?
A: The PRICE Workshop is fully in-person at the Los Angeles Convention Center on July 23, 2026 (as part of SIGGRAPH 2026, July 19–23). There is no virtual or remote attendance option.
Q: What if I’m accepted—what are my responsibilities?
A: All accepted authors must present their work in-person at the Los Angeles Convention Center on July 23, 2026 (as part of SIGGRAPH 2026, July 19–23) and participate in panel discussions with other sketch authors to discuss research directions in esports technology.
Workshop Location and Dates
Workshop Date: July 23, 2026 (Afternoon session)
SIGGRAPH 2026 runs July 19–23, 2026 at the Los Angeles Convention Center. While the PRICE Workshop is only on July 23, we invite you to attend the full conference to explore the broader technical program.
Format: Half-day technical workshop (3.5 hours)
Conference: SIGGRAPH 2026
For more information, visit the SIGGRAPH Technical Workshops page.