Call for papers!
GamiFIN 2020 conference welcomes 1) paper submissions, 2) posters, and 3) doctoral consortium applications.
- October 20, 2019: Submissions deadline for papers
- December 20, 2019: Notifications of acceptance sent to authors of papers
- January 15, 2020: Submissions deadline for posters and doctoral consortium
- January 31, 2020: Notification of acceptance for posters and doctoral consortium
- February 28, 2020: Registration deadline for authors
- March 8, 2020: Deadline for camera-ready
- April 1-3, 2020: Conference
Gamification is a multi-faceted phenomenon that affects many domains of human life. Therefore, we welcome submissions related to this ludic transformation of reality under several domains and related (but not limited) to the following keywords:
- Users: e.g. Engagement, experience, user types
- Education: e.g. Gamification in education, serious games, game-based learning, games & math
- Media: e.g. Esports, streaming, social media and gamification, gamification in journalism & media
- Commerce: e.g. Business models, free-to-play, gambling, gamification in marketing/advergaming
- Work: e.g. Organizational gamification, gameful work, gamification in leadership
- Technology: e.g. Virtual reality, augmented reality, Internet of things, wearables, AI, machine learning
- Toys & play: e.g. Toy play, toy design/creation, toys in education, internet of toys, toyfication
- Health: e.g. Quantified self, games & gamification for health
- Culture: e.g. Ludification, history of games and gamification, gamification in society
- Theories/concepts/methods: Contributions to science around gamification
- Critical approach to gamification: e.g. detrimental effects of gamification, metrification, aspects of poor quality of gamification and gamification research, extrinsic control, panopticon society
During the last decades, games have penetrated everyday life by becoming an established segment of the entertainment industry and of consumer culture, while becoming an integral part of people’s lives. The ways in which people relate to games are many, and go beyond playing, including emotional attachment, identification and great personal investment. There are various different types of games and gaming platforms available, mediated through different technologies that cater to the gaming needs of a widening audience through the use a wide variety of business models.
Following these developments, our reality and lives are increasingly game-like, not only because video games have become a pervasive part of our lives, but perhaps most prominently because activities, systems and services that are not traditionally perceived as game-like are increasingly gamified. Gamification refers to designing products, services and organizational practices to afford similar experiences to games, and consequently, to attempt to create value and affect people’s behaviour. In recent years, the popularity of gamification has skyrocketed and is manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. Healthcare, educational and organizational contexts have been especially prominent fields for gamification interventions and solutions. Gameful restructuring of activities has been perceived as a potentially effective way of increasing motivation and participation in such contexts. Research in the given contexts has seemed to support the idea that gamification can indeed be beneficial for increasing engagement and commitment in, for example, healthy habits and exercise, learning, and work.
Beyond intentional gamification, gamification also refers to the general ludic transformation of our reality, culture and everyday lives. For example, recently we have witnessed the popular emergence of augmented reality games and virtual reality technologies that enable a more seamless integration of games into our physical reality. The media ecosystem has also experienced a degree of ludic transformation, with user generated content becoming an important competitor for large media corporations. This transformation has led to the development of several emerging phenomena such as streaming and esports, that have penetrated the cultural membrane allowing games to seep into domains hitherto dominated by traditional media. Furthermore, current developments in smart home and smart office solutions, and the integration of sensor technology and connectivity to tangible everyday objects, and the development of the Internet of Things, are creating new avenues for creating playful and gamified experiences. Today, many toys also incorporate technology, extending the ways they can be used and interacted with. Connected, smart playthings and the Internet of Toys (IoToys) have widened both our understandings of play and what comprises contemporary, digital playgrounds, exemplifying the toyification of technology. At the same time, when shared on social media platforms, play with non-technological toys is becoming increasingly gamified.
4th Annual International GamiFIN conference, April 1-3, 2020
Accepted papers will be sent for consideration for publication in CEUR Workshop Proceedings in the GamiFIN Conference volume. CEUR-WS.org is a free open-access publication service and recognized ISSN publication series, ISSN 1613-0073. (In the Finnish classification of publication forums, CEUR-WS-proceedings are classified as JUFO-1).
The GamiFIN conference will offer an entry to the Gamification Publication Track that can help authors develop their papers from the first manuscript version to the final journal paper and thus aim to increase the predictability and rigorousness of the publication process.
If you have any questions related to the conference, please contact: