GamiFIN 2020 invites doctoral students (irrespective of stage in the program) to apply to the GamiFIN doctoral consortium. The GamiFIN doctoral consortium will allow promising students working with the topics of games and gamification to present their work to a panel of distinguished experts who will provide them with feedback on their research, guidance and support. The doctoral consortium will take place on April 1, 2020.

Important dates:

  • 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


Doctoral consortium submission guidelines:

Please submit the following documents in PDF-format:

  • 5 page summary of your doctoral research project including e.g.: 
    • The current status of your work 
    • The motivation that drives your dissertation research or what motivated you to begin
    • Research objectives/goals/questions
    • Key concepts or terminology that frames your research
    • Theoretical framework(s) used in the research
    • Hypothesis/thesis and/or problem statement
    • Your research approach and methods
    • Results to date
  • Your CV, describing your academic activity and current stage of your doctoral research project


The submission system will be opened in August 2019.

The topics:

Gamification is a multi-faceted phenomenon that affects multiple domains of human life. Therefore, we welcome submissions related to this ludic transformation of our reality under several domains and related (but not limited) to e.g. 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
  • 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