[AISWorld] CFP | Games & Gamification | MindTrek 2022 (ACM) | Paper Deadline 25th of July | 25th International Academic Mindtrek Conference (HYBRID)
Juho Hamari
jujohama at gmail.com
Sat Jun 11 08:43:51 EDT 2022
I am pleased to invite you to submit your latest games or gamification
research to our call for papers at the 25th International Academic Mindtrek
Conference, <https://www.mindtrek.org/2022/academic-2022/>16th to 18th
November 2022, Tampere, Finland. Together with Prof. Benedikt
Morschheuser, I am co-chairing this year’s Games and Gamification Session.
Call for Papers: Games and Gamification Track at International Academic
Mindtrek conference
Gamification is considered as a “process of transforming any activity,
system, service, product, or organizational structure into one which
affords positive experiences, skills, and practices similar to those
afforded by games and is often referred to as the gameful experience”
(Hamari, 2019). This is commonly, but optionally, applied with an intention
to facilitate changes in human behaviours or stimulate cognitive processes.
As the main inspirations of gamification are games and play, gamification
is realized through the application of game design (Morschheuser et al.,
2017).
Gamification has become an umbrella concept that, to varying degrees,
includes and encompasses other related technological developments such as
serious games, game-based learning, exergames & quantified-self, games with
a purpose/human-based computation games, and persuasive technology.
Secondly, gamification also manifests in a gradual, albeit unintentional,
cultural, organizational and societal transformation stemming from the
increased pervasive engagement with games, gameful interactions, game
communities and player practices. 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. Moreover, 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 the Youtube
and modding cultures, esports, or the ‘metaverse’, that have penetrated the
cultural membrane allowing games to seep into domains hitherto dominated by
traditional media.Relevant topics include (but are 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, metaverse, and IoT)
*Toys & playfulness: *(e.g. Digital puppetry, smart toys)
*Health: *(e.g. Quantified-self, games for health, health benefits)
*Theories/concepts/methods: *Contributions to science around gamification
Deadline for full papers, demonstrations, and workshops submissions:
July 25th, 2022
Further details: https://www.mindtrek.org/2022/academic-2022/
Hamari, J. (2007). Gamification. The Blackwell encyclopedia of sociology,
1-3.
Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to
design gamification? A method for engineering gamified software.
Information and Software Technology, 95, 219-237.
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