[AISWorld] CFP | Streaming Media in Entertainment | 54th HICSS 2021 conference | fastracks Internet Research (IF 3.8) and Electronic Markets (IF 3.8) | AIS Transactions on Human-Computer Interaction | Deadline June 15 2020

Lobna Hassan lobnasamir at gmail.com
Mon Mar 30 14:59:25 EDT 2020


Link to full CFP: 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/> 

=== GAMIFICATION track
Part of the “Decision Analytics, Mobile Services, and Service Science” – track 54th annual Hawaii International Conference on System Sciences HICSS January 5-8, 2020 | Grand Hyatt, Kauai

=== IMPORTANT DATES
- June 15: Submissions deadline
- August 17: Notification sent to authors
- September 4: Revision deadline
- September 10: Final acceptance notifications sent to authors
- September 22: Deadline for authors to submit the final manuscript (camera ready)
- October 1: Registration deadline
- January 5-8: Conference
- February 15, 2019 (date subject to change) (Optional) Submission deadline for extended versions of selected papers for Internet Research or AIS Transactions on Human-Computer Interaction

Authors of accepted papers have the option to fast-track extended versions of their HICSS papers either to Internet Research (Impact factor 3.838)
(http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int <http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int>
or AIS Transactions on Human-Computer Interaction
(https://aisel.aisnet.org/thci/ <https://aisel.aisnet.org/thci/>). 

Moreover, the Streaming Media in Entertainment mini-track is part of the Gamification Publication Track aimed at the persistent development of gamification research: http://gamifinconference.com/gamification-track/ <http://gamifinconference.com/gamification-track/>
Submission instructions: https://hicss.hawaii.edu/authors/ <https://hicss.hawaii.edu/authors/>
=== TOPICS include (but are not limited to):
Topics by types of media:
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

We encourage a wide range of submissions from any disciplinary backgrounds: empirical and conceptual research papers, case studies, and reviews.

We additionally welcome submissions to connected minitracks of
Engaging Governance, CFP: 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/> 
Gamification, CFP: 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/>
=== CHAIRS
Kaja Fietkiewicz 
Heinrich Heine University Düsseldorf
kaja.fietkiewicz at hhu.de

Franziska Zimmer
Heinrich Heine University Düsseldorf
franziska.zimmer at hhu.de

Maria Törhönen
Tampere University
maria.torhonen at tuni.fi

Juho Hamari
Tampere University
juho.hamari at tuni.fi

See you in Hawaii!

====
Although nowadays live and on-demand streaming is an important aspect of digital and social media, it is still not well studied by system sciences and HCI research. We possess only limited knowledge on this research area. What demographic characteristics do users of streaming services exhibit? What is their information behavior? Are there any violations of law? What are the motivations of the streamers, the participants and the consumers? What are the gratifications sought, and what are gratifications obtained? Do gender-, age- or culture-specific differences in motives, gratifications, and streamed contents exist? How do (wannabe) influencers and micro-celebrities make use of live and on-demand (e.g. YouTuber) streaming?

In this minitrack, we are looking for theoretical or empirical papers investigating on-demand streaming services concerning video streaming (e.g., Netflix, Hulu, Disney Plus, Amazon Prime), music streaming (e.g., Apple Music, Spotify, SoundCloud), and education (e.g., in academia Camtasia, Lecture2Go as well as general e.g., Udemy, or Udacity). Furthermore, we welcome research fostering our understanding on the production and usage of and user participation on general social live streaming services (e.g., Periscope, Ustream or YouNow), embedded systems in other services (e.g., Instagram Live, niconico or Facebook Live) and e-sports streaming services (e.g., Twitch). We anticipate submissions including (but not limited to) the following topics:





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