Monday 17 April
20:30 | Welcome reception |
Tuesday 18 April
09:00 – 10:00 | Registration and Poster Setup |
10:00 – 10:15 | Welcome and practicalities |
10:15 – 11:00 | Keynote – Katherine Isbister |
11:00 – 11:20 | Break |
11:20 – 12:30 | Paper Session 1 – Work Life |
— 11:20 – 11:40 | Full 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 – 12:00 | Full Paper: Relationship between gameful experience in the workplace and employee socialization: a pilot study – Žigimantas Pečiūra |
— 12:00 – 12:20 | Full Paper: A gamified career guidance platform with the potential to motivate young people intrinsically – Jessica Brandenburger and Monique Janneck |
– 12:20 – 12:30 | Short 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 – 13:30 | Lunch |
13:30 – 14:40 | Paper Session 2 – Wild Card |
— 13:30 – 13:50 | Full Paper: Extracting game design elements from voice-enabled games: a review of Amazon Alexa skills – Paula Bräuer, Florian Werner and Athanasios Mazarakis |
— 13:50 – 14:10 | Full Paper: Does #Selling sell? Analyzing content of Cryptokitty traders’ talk on Discord – Alesha Serada |
— 14:10 – 14:30 | Full Paper: The role of game modality in the outcomes of gamification: a research agenda – Federica Gini, Simone Bassanelli and Antonio Bucchiarone |
— 14:30 – 14:40 | Short Paper: The ludospectator: reconstruction of a hybrid, fluid, unstable identity – Riccardo Retez |
14:40 – 15:00 | Break |
15:00 – 15:50 | Poster 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 – 17:00 | Paper Session 3 – Accessibility, Inclusion, Diversity and Identity |
— 15:50 – 16:10 | Full Paper: What drives gamer toxicity? Essays from players – Bastian Kordyaka, Samuli Laato, Juho Hamari, Tobias Scholz and Björn Niehaves |
— 16:10 – 16:30 | Full 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 – 16:40 | Short Paper: Pragmatic and hedonic experience of virtual maritime simulator – Kimmo Tarkkanen, Juha Saarinen and Mika Luimula |
— 16:40 – 16:50 | Short 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 – 10:15 | Welcome, recap, and practicalities |
10:15 – 11:35 | Paper Session 4 – Motivation and discovery |
— 10:15 – 10:35 | Full Paper: Self-tracking and gamification of physical activity: Effects on wellbeing – Elaine Marie Grech, Marie Briguglio and Emanuel Said |
— 10:35 – 10:55 | Full 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 – 11:15 | Full Paper: Higher education students’ perceptions of point-based gamification in a Learning Management System – Aseel Berglund and Izabella Jedel |
— 11:15 – 11:35 | Full 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 – 11:45 | Break |
11:45 – 12:30 | Poster 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 – 13:30 | Lunch |
13:30 – 17:00 | Workshop: Enhancing Experience of the Natural World with Extended Reality |
18:30 | Dinner |
Thursday 20 April
09:30 – 10:00 | Transportation to Elves Village |
10:00 – 10:15 | GamiFOREST welcome + practicalities |
10:15 – 11:00 | Keynote – Alexander Klippel |
11:00 – 12:00 | Lunch |
12:00 – 15:00 | Walkshop: Co-Designing from the Wild |
12:00 – 15:00 | Doctoral Consortium |
15:00 – 16:00 | Academic Chat and Hanging Out in Village |
16:15 – 16:30 | Transportation to Levi Center |
Friday 21 April
09:00 – 10:00 | Poster Setup |
10:00 – 10:15 | Welcome, recap, and practicalities |
10:15 – 11:05 | GamiFOREST Paper Session – Games, Sustainability and Nature |
— 10:15 – 10:35 | Full 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 – 10:45 | Short Paper: Towards Sylvan games: Exploring playful forest-technology interactions – Mattia Thibault and Elpida Bampouni |
— 10:45 – 10:55 | Short Paper: Gamified eco-driving: A systematic literature review – Eetu Wallius and Dicle Berfin Köse |
— 10:55 – 11:05 | Short Paper: Improving green transport literacy through gamification: a structural equation modeling approach – Silvia Dopler, Lisa-Maria Putz and Denise Beil |
11:05 – 11:10 | Break |
11:10 – 11:50 | Panel Discussion with Authors/WP Leaders |
11:50 – 11:55 | Break |
11:55 – 12:30 | GamiFOREST 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 – 13:30 | Lunch |
13:30 – 14:00 | Closing Ceremony |
14:00 – 17:00 | Social 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).