[AISWorld] CFP | GamiFIN 2018 | Gamification, VR/AR/MR, eSports, quantified-self, toys, serious games, free-to-play etc.
Juho Hamari
jujohama at gmail.com
Fri Nov 3 09:52:45 EDT 2017
=======================================
CFP: 2nd Annual GamiFIN Conference 2018
May 16-18, 2018, Pori, Finland.
=======================================
=== CFP LINKS
- http://gamification-research.org/2017/11/cfp-gamifin-2018/
- http://gamifinconference.com/cfp2018/
=== DATES
- January 30: Submissions deadline
- March 15: Notifications of acceptance sent to authors
- April 20: Registration deadline for paper authors
- April 30: Deadline for authors to submit the final manuscript
- May 16-18, 2018: Conference
=== THEMES
Gamification is a multi-faceted development that affects multiple
domains of human life. Therefore, we welcome submission related to this
ludic transformation of our reality under several domains and related to
(but not limited to) e.g. the following keywords:
Gamification and
- Users: e.g. Engagement, experience, user types
- Education: e.g. Serious games, game-based learning, games & math
- Media: e.g. eSports, streaming
- Commerce: e.g. Business models, free-to-play, gambling, gamification
as marketing
- Work: e.g. Organizational gamification, gameful work, gamification in
leadership
- Technology: e.g. Virtual Reality, augmented reality, Internet of Things
- Toys & play: e.g. Toy play, toy design/creation, toys in education,
Internet of Toys
- Health: e.g. Quantified self, games for health, health benefits
- Culture: e.g. Ludification, history of games and gamification
- Theories/concepts/methods: Contributions to science around gamification
=== PROCEEDINGS, PUBLICATIONS & PRESENTATIONS
At the conference: presenters of academic papers have a 15-minute slot
(+ 5 mins for questions).
All the papers accepted to the conference will be sent for consideration
in CEUR Proceedings and after acceptance, the proceedings will be
published as a 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 Jufo 1). http://ceur-ws.org/
The aspiring authors of selected best papers will be invited to submit
their extended work as a journal article for consideration on a fast
track in journal special issues in:
- Electronic Commerce Research and Applications (ECRA). IF 1.954.
ttps://www.journals.elsevier.com/electronic-commerce-research-and-applications
(special issue CFP TBA)
- More TBA …
=== SUBMISSION INSTRUCTIONS
Papers should contain 4-6 pages, including the list of references. All
submissions will be peer-reviewed double blinded, therefore the authors
should remove any information that could give an indication of the
authorship. The contribution 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 paper as keywords. Papers should be submitted in
PDF format, but no special formatting templates apply in this stage. In
general, papers should be formatted to follow the basic guidelines:
Times New Roman, 12pt, line spacing 1 and margins top & bottom: 2, left
& right: 2.5. References, tables and figures are acceptable in the
papers. The camera-ready papers will be collected with appropriate template.
The camera-ready template information and link to the submission system:
TBA – http://gamifinconference.com/cfp2018/
=== VENUE
GamiFIN is organised by the University Consortium of Pori. University
Consortium of Pori is a centre of 2 500 students, 170 experts and four
universities operating networked in a multi-science environment. UCPori
carries out research and education in art, economics, culture,
industrial management, technology, and social sciences, and provides a
unique multidisciplinary environment for the research.
=== CALL FOR PAPERS – Gamification & ludic transformation of reality
During the last decades, games have penetrated the everyday by becoming
an established vein of entertainment and consumer culture, and an
increasingly common and integral part of people’s daily lives. The ways
in which people play and employ games have become and continue to be
more varied. There are more different kinds of games available for a
multitude of different platforms, mediated through different
technologies that cater for differing gaming needs for widening
audiences and which use a wide variety of business models.
Following these developments, our reality and lives are increasingly
game-like, not only because video games have become a pervasive part of
our lives, but perhaps most prominently because activities, systems and
services that are not traditionally perceived as game-like are
increasingly gamified. Gamification refers to designing products,
services and organizational practices to afford similar experiences to
games, and consequently, to attempt to create value and affect people’s
behaviour. In recent years, the popularity of gamification has
skyrocketed and is manifested in growing numbers of gamified
applications, as well as a rapidly increasing amount of research.
Healthcare, educational and organizational contexts have been especially
prominent fields for gamification interventions and solutions. Gameful
restructuring of activities has been perceived as a potentially
effective way of increasing motivation and participation in such
contexts. Research in the given contexts has seemed to support the idea
that gamification can indeed be beneficial for increasing engagement and
commitment in, for example, healthy habits and exercise, learning, and work.
Beyond intentional gamification, gamification also refers to the general
ludic transformation of our reality, culture and everyday lives. For
example, recently we have witnessed the popular emergence of augmented
reality games and virtual reality technologies that enable a more
seamless integration of games into our physical reality. The media
ecosystem has also experienced a degree of ludic transformation, with
user generated content becoming an important competitor for large media
corporations. This transformation has led to the development of several
emerging phenomena such as streaming and esports, that have penetrated
the cultural membrane allowing games to seep into domains hitherto
dominated by traditional media. Furthermore, current developments in
smart home and smart office solutions, and the integration of sensor
technology and connectivity to tangible everyday objects, and the
development of the Internet of Things, are creating new avenues for
creating playful and gamified experiences. Today, many toys also
incorporate technology, extending the ways they can be used and
interacted with. Connected, smart playthings and the Internet of Toys
(IoToys) have widened both our understandings of play and what comprises
contemporary, digital playgrounds, exemplifying the toyification of
technology. At the same time, when shared on social media platforms,
play with non-technological toys is becoming increasingly gamified.
=== CONTACT
Email: info at gamifinconference.com
==== SUPPORTED AND HOSTED BY
Gamification Group, University Consortium of Pori (UCPori), Tampere
University of Technology (TUT) and University of Turku (UTU)
Conference chair: Juho Hamari
More information about the AISWorld
mailing list