A poster can be a short description of a smaller research contribution, work-in-progress project, student project or results and allows you to gain valuable feedback from the experts in the field of gamification. The best poster of the conference will be awarded at the end of the event. Authors of full papers, whose paper submissions were not accepted this year may wish to consider also submitting their paper in this category.
- 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
Poster submission guidelines:
The initial submission of your poster is an extended abstract of your work, maximum 3 pages long, including the list of references. The extended abstract submission will go through a double-blind review process. After the notification of acceptance, you will receive specific layout instructions for the visual poster that one of the authors will present at the conference. Ideally the final poster is a visually effective summary of your research, which highlights the context of a full academic paper (background,methods, results, data, discussion in brief).
Please submit your extended abstract in PDF-format!
Extended abstracts must conform to the following template: ftp://ftp.springernature.com/cs-proceeding/llncs/word/splnproc1703.zip
Initial poster submissions not following the provided template will be rejected.
The work presented has to be original, novel, well written and scientifically ensure the validity of the presented results. In the online submission system you will be asked to list the most relevant themes of your extended abstract as keywords.
The poster should be a stand alone piece of work, which does not require further explanation or an introduction from you, as the posters will be showcased during the event.
The posters or the initial extended abstract submissions will not be included in the conference proceedings.
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