[AISWorld] CFP | Games/gamification/engagement/streaming etc-related tracks @ HICSS 2021 | DL 15th July | fast-tracks possibilities @ Internet Research (IF 4.1.) and AIS Trans. Hum.-Comput. Interact

Lobna Hassan lobnasamir at gmail.com
Mon Jul 6 11:00:37 EDT 2020


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The 54th Hawaii International Conference on System Sciences 
January 5-8, 2021, Grand Hyatt Kauai, Hawaii.
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=== Tracks & links
- GAMIFICATION -
https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021/ <https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021/>
- ENGAGING GOVERNANCE -
https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021/ <https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021/>
- STREAMING media in entertainment -
https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021-streaming/ <https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021-streaming/>
- Conference webiste - https://hicss.hawaii.edu/ <https://hicss.hawaii.edu/>
- Submission guidelines - https://hicss.hawaii.edu/authors/ <https://hicss.hawaii.edu/authors/>

=== IMPORTANT DATES
- July 15 — Papers due
- August 23 — Notifications to authors
- September 4 — Revision due for papers accepted with mandatory changes
- September 11 — Notifications to authors of revised papers
- September 22 — Final manuscripts due
- January 4 — Publications of full conference proceedings
- After the conference - fast-track options to Internet Research (IF 4.1.) and AIS Trans. Hum.-Comput. Interact

=== THEMES
GAMIFICATION: Relevant topics for this minitrack include, but not limited to:
•	Users: e.g. Engagement, experience, motivations, user/player types
•	Education: e.g. Serious games, game-based learning, simulation games
•	Media: e.g. eSports, streaming
•	Commerce: e.g. Game business models, free-to-play, gamification as marketing, adoption
•	Work: e.g. Organizational gamification, gameful work, games-with-a-purpose, playbour
•	Technology: e.g. VR, AR, MR, gameful wearables and IoT
•	Toys & playfulness
•	Health: e.g. Quantified-self, games for health, health benefits
•	Cities: e.g. smart cities, urban gamification, playable cities, community engagement, governance
•	Theories/concepts/methods: Contributions to science around gamification

ENGAGING GOVERNANCE: Relevant topics include, but are not limited to the
intersections between engagement technologies and governance:
- Engagement
•	Game-based approaches: games, gamification, gamefulness, urban gamification, simulations, policy games, serious games, games with a purpose, game-based learning
•	Motivational technology: persuasive technology, affective technology, quantified self, motivational theory
•	Play: playfulness, toys, toyification
•	Storytelling: narratives, stories, digital storytelling, interactive narrative, storification,
•	roleplay
•	Immersive technology: AR, VR, XR, digital twins
•	User generated content: social media, social networks, memes, streaming
- Governance
•	Participation: e-participation, e-democracy, empowerment, co-creation, integration,
•	diversity, accessibility
•	Urban planning: smart cities, public spaces, resource management, commons,
•	sustainability, IoTs
•	Public data: open data, big data, data ownership, citizen sensing, crowdsensing
•	visualization, information and misinformation
•	Economy: national economy, sharing economy, information economy, taxation,
•	market regulation
•	Security and law enforcement: cybersecurity, surveillance, privacy, deception, organized crime, information warfare, digital forensics, e-justice
•	Policy and politics: policymaking, law-making, voting, petitioning, post-truth politics,
•	campaigning, elections, nudge politics, top-down vs bottom-up regulations
•	Emergency response: disaster and resources management volunteer work

STREAMING media in entertainment: We anticipate submissions including (but not limited to) the following topics:
•	Information production and/or consumption behavior on streaming services
•	The role of (live) streaming services in the dissemination of breaking news
•	Multichannel behavior of streamers
•	Strategies of influencers and micro-celebrities
•	User participation on streaming services (e.g., giving “hearts,” commenting, donating)
•	Juridical problems of streaming (e.g., copyright or personality rights violations)
•	The application of gamification mechanisms and dynamics in streaming services
•	Production and usage of streams by children and adolescents
•	Utilization of streaming in companies and other institutions
•	Streaming in education and academia
•	Live streaming
•	Social Live Streaming (e.g., YouNow, Periscope, Ustream)
•	Live stream function in other services (Facebook Live, IGTV)
•	eSports (e.g., Twitch, Mixer)
•	Audio (live radio, podcasts)
•	On-Demand streaming
•	User-generated video (e.g., YouTube) or audio (e.g., SoundCloud)
•	Commercial video (e.g., Netflix, Disney Plus) or audio (e.g., Spotify, Apple Music)
•	Learning/educational video (e.g., Udemy, Udacity)
•	Short-form video formats in digital media (e.g., TikTok, Snapchat)
•	Instagram/Facebook stories
•	WhatsApp stories

=== CHAIRS 
- Gamfication: Juho Hamari, Lobna Hassan, Nannan Xi
- Engaging governance: Lobna Hassan, Mattia Thibault, Juho Hamari, J. Tuomas Harviainen
- Streaming media in entertainment: Kaja Fietkiewicz, Franziska Zimmer, Maria Törhönen, Juho Hamari


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