[vc_row][vc_column width=”1/4″][/vc_column][vc_column width=”1/2″][vc_column_text][/vc_column_text][vc_column_text]

This program is preliminary and changes may occur. The online platform and related social channels will be announced the week before the conference. 

Wednesday (07.04.2021)

10:00 – 14:30 Doctoral Consortium

10:00 – 12:30 Workshop on Gamifying Sustainable Consumption

15:00 – 16:00 Practitioners Panel: Our gamified future

18:00 – After work games on Discord, also casual chatter and networking


Thursday (08.04.2021)

10:00 – 10:15 Opening words

10:15 – 11:00 Keynote – Kristian Kiili: Reflections on game-based learning research and design

11:00 – 11:15 Coffee break

11:15 – 12:30 SESSION 1: GAMIFICATION & EDUCATION

  • Izabella Jedel, Adam Palmquist, Robin Munkvold, Ole Goethe, Erik Olsson, and Hildur Jonasdottir. An industry experiment of academic performance and drop-out in gamified distance education.
  • Isabella Aura, Lobna Hassan, and Juho Hamari. My school is Hogwarts: Students’ social behavior in storified classes.
  • Juho Kahila, Satu Piispa-Hakala, Sanni Kahila, Teemu Valtonen, Henriikka Vartiainen, and Matti Tedre. “If the game does not work, it is lagging, or you die in game, you just get furious” – Children’s experiences on gamer rage.
  • Izabella Jedel, and Adam Palmquist. Teachers’ perception and adoption of a gamified blended learning implementation in upper secondary education.


12:30 – 13:30 Lunch break

13:30 – 14:20 POSTER SESSION 1

  • Carla Pütz. Game design elements in board games.
  • Björn Kruse, and Bastian Kordyaka. Playful moral – A long-term field experiment in online multi-player games.
  • Filip Wójcik. Helping Dwight – How gamification can improve CSR communication effectiveness?
  • Georgina Guillen, Juho Hamari, and Jaco Quist. Gamifying energy consumption in the household: A practice-oriented review.
  • Yeunji Kim, Wonje Kang, and Matthew Riley. Cultivating artificial life forms: Bringing real-time environmental data to your virtual plant.

14:20 – 15:35 SESSION 2: GAMIFICATION & HEALTH

  • Maximilian Altmeyer, Pascal Lessel, Atiq Ur Rehman Waqar, and Antonio Krueger. Design guidelines to increase the persuasiveness of achievement goals for physical activity.
  • Agnessa Spanellis, Paula Andrea Zapata-Ramirez, Polina Golovatina, Anna Borzenkova, and Jose Mauricio Hernandez-Sarmiento. Using gamification to develop shared understanding of the pandemic: COVID-19 in indigenous communities of Choco, Colombia.
  • Maximilian Altmeyer, Marc Schubhan, Antonio Krueger, and Pascal Lessel. A long-term investigation on the effects of (personalized) gamification on course participation in a gym.
  • Chien Lu, Oğuz Buruk, Lobna Hassan, Timo Nummenmaa, and Jaakko Peltonen. “Switch” up your exercise: An empirical analysis of online user discussion of the Ring Fit Adventure exergame.


18:00 – … After work games on Discord, also casual chatter and networking


Friday (09.04.2021)

10:00 – 10:45 Keynote – Elisa Mekler: Theory-Driven Gamification: Are We There Yet?

10:45 – 12:15 SESSION 3: PSYCHOLOGY OF GAMIFICATION

  • Henrik Wesseloh, Niklas Buddensiek, Tim Pantel, Felix Stein, Phillip Szelat, and Matthias Schumann. The role of gameful perception as a mediator for intrinsically motivating gamification.
  • Ana Cláudia G. Santos, Wilk Oliveira, Juho Hamari, and Seiji Isotani. Do people’s user types change over time? An exploratory study.
  • Jeanine Krath, and Harald F. O. von Korflesch. Designing gamification and persuasive systems: A systematic literature review.
  • Wilk Oliveira, Olena Pastushenko, Luiz Rodruigues, Armando Toda, Paula Toledo Palomino, Juho Hamari, and Seiji Isotani. Does gamification affect flow experience? A systematic literature review.
  • Joseph Macey, Juho Hamari, Max Sjöblom, and Maria Törhönen. Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans.


12:15 – 13:15 Lunch break

13:15 – 13:45 POSTER SESSION 2

  • Bastian Kordyaka, and Corinna Peifer. Perpetrators of flow – Better understanding toxic behavior in multiplayer videogames.
  • David Kessing, Janek Backes, and Manuel Löwer. The coin master case – Mis-use of gamification to get children hooked on slot machines.
  • David Kessing, Natascha Fleischmann, and Manuel Löwer. To share or not to share – Gamification analysis of willingness to share positive COVID-19 test results via the corona warning app.

13:45 – 15:00 SESSION 4: GAMIFICATION AND CULTURE 

  • Mattia Thibault, and Manuel Baer. Urban gamification during lockdown and social isolation – From the teddy bear challenge to window expeditions.
  • Samuli Laato, and Sampsa Rauti. Video games and religion: Lutheran Church employees’ perspectives on similarities between virtual and spiritual worlds.
  • Bo Kampmann Walther, and Lasse Juel Larsen. The art of speed: The ludification of cinematic television – The case of 24.
  • Mattia Thibault, Nikoletta Zampeta Legaki, Oğuz Buruk Buruk, and Juho Hamari. Etsijä’s call: Gamifying virtual conferences with alternate reality games.


15:00 – 15:15 Coffee break

15:15 – 16:15 SESSION 5: GAMIFICATION AND RAISING INDUSTRIES

  • Solip Park. Migrated/ing game work: A case study of Korean game expats in Finland.
  • Tobias Scholz, Lisa Völkel, Carolin Uebach, and Volker Stein. Game changer – A systematization of sport teams participating in esports.
  • Joaquin Cestino, Joseph Macey, and Brian McCauley. Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism.

16:15 – 16:45 Conference wrap-up, best paper, best presentation & best poster awards 

[/vc_column_text][/vc_column][vc_column width=”1/4″][/vc_column][/vc_row]