GamiFIN welcomes full paper submissions related to the multi-faceted phenomenon of gamification.
- October 20, 2019: Submissions deadline
- December 20, 2019: Notifications of acceptance sent to authors
- January 31, 2020: Registration deadline for paper authors
- March 8, 2020: Deadline for camera-ready
- April 1-3, 2020: Conference
Paper submission guidelines:
Full papers submitted to GamiFIN 2019 should be maximum 10 pages, including the list of references. All submissions will undergo a double-blinded peer-review process. Therefore the authors should remove any information that could give an indication of authorship.
In the online submission system you will be asked to list the most relevant themes of your paper as keywords.
Please submit your full paper submission in PDF-format!
Full paper submissions must conform to the following template: ftp://ftp.springernature.com/cs-proceeding/llncs/word/splnproc1703.zip
At the conference, presenters of accepted academic papers will have approximately 15 minutes for the presentation including the discussion.
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 JUFO1).
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.
The submission system will be opened in August 2019.
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