Monday 17 April

20:30       Welcome reception

Tuesday 18 April

09:00 – 10:00Registration and Poster Setup
10:00 – 10:15Welcome and practicalities
10:15 – 11:00Keynote – Katherine Isbister
11:00 – 11:20Break
11:20 – 12:30Paper Session 1 – Work Life
— 11:20 – 11:40Full Paper: Designing tailored gamification: A mixed-methods study on expert perspectives and user behavior in a gamified app for sustainability at work  Jeanine Krath, Ana Carolina Tomé Klock, Benedikt Morschheuser, Nikoletta-Zampeta Legaki, Solip Park, Harald von Korflesch and Juho Hamari
— 11:40 – 12:00Full Paper: Relationship between gameful experience in the workplace and employee socialization: a pilot study Žigimantas Pečiūra
— 12:00 – 12:20Full Paper: A gamified career guidance platform with the potential to motivate young people intrinsically Jessica Brandenburger and Monique Janneck
– 12:20 – 12:30Short Paper: The use of gamification to change commuters mobility behavior: a literature review Andrea Reindl, Melanie Juppe, Philipp Graf, Lisa-Maria Putz-Egger and Wolfgang Schildorfer
12:30 – 13:30Lunch
13:30 – 14:40Paper Session 2 – Wild Card
— 13:30 – 13:50Full Paper: Extracting game design elements from voice-enabled games: a review of Amazon Alexa skills Paula Bräuer, Florian Werner and Athanasios Mazarakis
— 13:50 – 14:10Full Paper: Does #Selling sell? Analyzing content of Cryptokitty traders’ talk on Discord Alesha Serada
— 14:10 – 14:30Full Paper: The role of game modality in the outcomes of gamification: a research agenda Federica Gini, Simone Bassanelli and Antonio Bucchiarone
— 14:30 – 14:40Short Paper: The ludospectator: reconstruction of a hybrid, fluid, unstable identity Riccardo Retez
14:40 – 15:00Break
15:00 – 15:50Poster Session 1 – Design, Sustainability, and Ethics
 – Vox populi, vox Dei – what would Machiavelli say if he was to create a sustainable consumption app? Georgina Guillen-Hanson
 – Gamification and serious games usage in ESG data communication – systematic literature review Filip Wójcik
 – Will edge computing boost mobile gaming? Execution time vs. energy consumption outlook Aleksandr Ometov
 – The importance of gameful systems design: a usability study of GamiDOC Simone Bassanelli, Antonio Bucchiarone, Federica Gini and Lennart Nacke
 – Gamification and ethical judgement: Research-in-progress Samaan Almasalm, Nannan Xi and Juho Hamari
 – Using proprioception to guide menu item selection in virtual reality Kwan Sui Dave Ka, Isak de Villiers Bosman, and Theo Bothma
15:50 – 17:00Paper Session 3 – Accessibility, Inclusion, Diversity and Identity
— 15:50 – 16:10Full Paper: What drives gamer toxicity? Essays from players Bastian Kordyaka, Samuli Laato, Juho Hamari, Tobias Scholz and Björn Niehaves
— 16:10 – 16:30Full Paper: Self-representation does (not) spark joy: Experiment on effects of avatar customisation and personality on emotions in VR  Mila Bujić, Anna-Leena Macey, Bojan Kerous, Anatolii Belousov, Oğuz Buruk and Juho Hamari
— 16:30 – 16:40Short Paper: Pragmatic and hedonic experience of virtual maritime simulator Kimmo Tarkkanen, Juha Saarinen and Mika Luimula
— 16:40 – 16:50Short Paper: Assistive technology in gaming: A survey of gamers with disabilities Pauliina Baltzar, Lobna Hassan and Markku Turunen

Wednesday 19 April

09:00 – 10:00         Registration and Poster Setup
10:00 – 10:15Welcome, recap, and practicalities
10:15 – 11:35Paper Session 4 – Motivation and discovery
— 10:15 – 10:35Full Paper: Self-tracking and gamification of physical activity: Effects on wellbeing Elaine Marie Grech, Marie Briguglio and Emanuel Said
— 10:35 – 10:55Full Paper: How are gameful experience dimensions associated with intrinsic and extrinsic motivation? Results from an online vignette study  Eetu Wallius, Ana Carolina Tomé Klock and Juho Hamari
— 10:55 – 11:15Full Paper: Higher education students’ perceptions of point-based gamification in a Learning Management System Aseel Berglund and Izabella Jedel
— 11:15 – 11:35Full Paper: Cognitive learning outcomes of virtual vs. in-person gamified workshops: a pre-post survey experiment  Silvia Dopler, Denise Beil and Lisa-Maria Putz-Egger
11:35 – 11:45Break
11:45 – 12:30Poster Session 2 – Education
 – Inflammania 3D: Exploring the use of the metaverse platform Roblox for science communication Rebecca Greiner, Simon Merk, Sylvia Reiß, Jonathan Stief, Corinna Wüllner, Benedikt Morschheuser and Sandra Jeleazcov
 – Digital game-based learning for ancient Greek Irene Di Gioia
 – Ludus- and paidia-oriented gamification for metacognitive awareness in flipped classrooms Annique Smith, Nikoletta Zampeta Legaki, Daniel Fernández Galeote and Juho Hamari
 – Gamified assessment of children’s goal-directed behavior in immersive versus non-immersive virtual reality Erik Seesjärvi, Matti Laine, Kaisla Kasteenpohja and Juha Salmi
 – Block coding as stimuli to physical activity and play of children – observations of co-designing games in Pall Niina Katajapuu, Kimmo Tarkkanen and Elina Kontio
 – Naturalistic virtual reality game for the assessment of attention deficit hyperactivity disorder Liya Merzon, Kati Pettersson, Tilda Eräste, Erik Seesjärvi, Jussi Jylkkä, Liisa Ritakallio, Linda Henriksson, Eeva T. Aronen, Hanna Huhdanpää, Minna Mannerkoski, Emiliano Macaluso, Joseph W. MacInnes, Matti Laine and Juha Salmi
12:30 – 13:30Lunch
13:30 – 17:00Workshop: Enhancing Experience of the Natural World with Extended Reality
18:30Dinner

Thursday 20 April

09:30 – 10:00           Transportation to Elves Village
10:00 – 10:15GamiFOREST welcome + practicalities
10:15 – 11:00Keynote – Alexander Klippel
11:00 – 12:00Lunch
12:00 – 15:00Walkshop: Co-Designing from the Wild
12:00 – 15:00Doctoral Consortium
15:00 – 16:00Academic Chat and Hanging Out in Village
16:15 – 16:30Transportation to Levi Center

Friday 21 April

09:00 – 10:00          Poster Setup
10:00 – 10:15Welcome, recap, and practicalities
10:15 – 11:05GamiFOREST Paper Session – Games, Sustainability and Nature
— 10:15 – 10:35Full Paper: The experience of using virtual reality for interactive spatial visualisation of environmental data Isak de Villiers Bosman, Annique Smith, Kwan Sui Dave Ka, Koos de Beer and Jan A Maritz
— 10:35 – 10:45Short Paper: Towards Sylvan games: Exploring playful forest-technology interactions Mattia Thibault and Elpida Bampouni
— 10:45 – 10:55Short Paper: Gamified eco-driving: A systematic literature review Eetu Wallius and Dicle Berfin Köse
— 10:55 – 11:05Short Paper: Improving green transport literacy through gamification: a structural equation modeling approach Silvia Dopler, Lisa-Maria Putz and Denise Beil
11:05 – 11:10Break
11:10 – 11:50Panel Discussion with Authors/WP Leaders
11:50 – 11:55Break
11:55 – 12:30GamiFOREST Poster Session
 – One last round: an artful duo-ethnography to explore games at the end of the world Velvet Spors and Daniel Fernández Galeote
 – The Quantitative and qualitative analysis of gamified forest experiences Tuulikki Halla, Philip Chambers and Harri Silvennoinen
 – Traditional versus game-based learning of climate change Daniel Fernández Galeote, Nikoletta-Zampeta Legaki and Juho Hamari
 – Wind damage risk assessment tool with GIS software Veli-Pekka Ikonen, Ranjith Gopalakrishnan, Petteri Packalen, Janne Räty, Ari Venäläinen, Mikko Laapas, Pentti Pirinen and Heli Peltola
 – Designing locative human-forest interactions through playful design workshops Timo Nummenmaa, Philip Chambers, Samuli Laato, Mattia Thibault, Nikoletta Zampeta Legaki, Daniel Fernández Galeote, Laura Diana Cosio, Ruowei Xiao and Oğuz Turan Buruk
12:30 – 13:30Lunch
13:30 – 14:00Closing Ceremony
14:00 – 17:00Social Programme
 
 

Katherine Isbister

Katherine Isbister is Professor of Computational Media and Jack Baskin Endowed Chair in Engineering at UC Santa Cruz, where she directs the Social Emotional Technology Lab https://setlab.ucsc.edu/. Her research team creates interactive experiences at the intersection of HCI and Games/Play to heighten social and emotional connections and wellbeing, with over 100 peer-reviewed publications. Isbister is the author of several books including How Games Move Us: Emotion by Design, from MIT Press, and editor of the recently released 2nd edition of Game Usability, a collection of chapters by experts in the game industry as well as game researchers. A Founding Fellow of the Higher Education Video Game Alliance, Isbister is a recipient of MIT Technology Review’s Young Innovator Award, and an ACM Distinguished Scientist.

Additional links:

Twitter: @kcisbister

Personal website: http://www.katherineinterface.com

 

 

 

 
 
 

Alexander Klippel

Alexander Klippel is Professor and Chair of Geo-Information Science at Wageningen University and Research, with a focus on spatial data science and immersive experiences. His research and education is grounded in an understanding that humans are spatial beings and that our interactions and relations, communication, all our activities, learning and understanding have a spatial component. Games, and particular immersive games, provide an opportunity to connect human spatiality with a spatial medium and the potential is only slowly unfolding. In this research, Alexander is laying the scientific foundations of how immersive technologies, serious games, and the spatial sciences can address societal challenges. Before joining Wageningen, Alexander was the inaugural director of Penn State’s Center for Immersive experiences and a professor in their famous Geography department. He was a post doc at the University of Melbourne, Australia, and received a Ph.D. from Bremen University, Germany, in Informatics and Mathematics. He likes to think of himself as a transdisciplinary researcher. He also has the usual academic credentials with plenty of publications, fellowships, best paper awards and funding from agencies from three continents.

Additional links:

LinkedIn: Alexander Klippel

 

 

 

The online platform and related social channels will be announced the week before the conference. Please remember that all times are in Eastern European Summer Time (EEST).