[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