[AISWorld] CFP | GamiFIN 2025 | Paper Deadline 3rd of November 2024 | 9th Annual International Conference on Gamification | Ylläs, Lapland - Finland
Nannan Xi (TAU)
nannan.xi at tuni.fi
Mon Sep 30 06:18:31 EDT 2024
We are excited to announce the Call for Papers for the upcoming GamiFIN2025 Conference, which will take place from April 1 to April 4 in Ylläs, Lapland - Finland. As one of the leading academic conferences in the field of gamification, we invite researchers, scholars, and professionals to submit their contributions to GamiFIN2025.
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9th Annual International GamiFIN Conference 2025
April 1-4 2025, Ylläs, Lapland - Finland
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Conference website: http://gamifinconference.com/
Full CFP and instructions: https://gamifinconference.com/call-for-papers-2025/
GamiFIN 2025 conference welcomes paper submissions, posters, practical cases, work-in-progress notes, demos, and doctoral consortium applications.
=== IMPORTANT DATES ===
* November 3rd, 2024: Papers' submission deadline
* December 23rd, 2024: Notifications of acceptance/rejection sent to authors
* January 12th, 2025: Submission deadline for posters, work in progress, demos, doctoral consortium notes, and practical cases
* January 12th, 2025: Deadline for camera-ready submission for accepted papers
* January 19th, 2025: Notification of acceptance for posters, work in progress, demos, doctoral consortium, and practical cases
* February 23, 2025: Registration deadline for all presenters
* April 1-4, 2025: Conference.
=== THEMES ===
Gamification is a multi-faceted phenomenon that affects many domains of human life. Therefore, we welcome submissions related to this ludic transformation of reality under several domains and related (but not limited) to the following keywords:
* Users: e.g., Engagement, experience, user types
* Education: e.g., Gamification in education, serious games, game-based learning, games & math
* Media: e.g., Esports, streaming, social media and gamification, gamification in journalism & media
* Commerce: e.g., Business models, free-to-play, gambling, gamification in marketing/advergaming
* Work: e.g., Organizational gamification, gameful work, gamification in leadership, playbour
* Technology: e.g., Virtual reality, augmented reality, internet of things, wearables, AI, machine learning, privacy, security
* Toys & play: e.g., Toy play, toy design/creation, toys in education, internet of toys, toyfication, roleplay
* Health: e.g., Quantified self, games & gamification for health, COVID-19, mental health
* Culture: e.g., Ludification, history of games and gamification, gamification in society, social structures, storification
* Environment/Climate: Bioeconomy, climate-change engagement, circularity, human/forest interactions
* Governance: e.g., Democracy, participation, law enforcement, e-justice, cyber forensics, urban planning, smart and playable cities, surveillance
* Design: e.g., Design principles, design methods, designing gamification, gamification artifacts, playful and speculative design
* Theories/concepts/methods: Contributions to science around gamification
* Critical approach to gamification: Detrimental effects of gamification or metrification, aspects of poor quality of gamification and gamification research, extrinsic control, panopticon society, de-gamification
* Esports & exergaming: e.g., Players/users, health, law, coaching, governance, business models and sponsorship, cultural expression, platforms
=== GENERAL INFORMATION ===
Welcome to join us in Ylläs, featuring incredible Finnish Lapland scenery, nature, and winter activities. We hope all of our guests take the time to enjoy the surroundings and activities provided by this unique and exotic location. Organized winter activities before and/or after the main conference days will be announced later.
GamiFIN is a meeting place where researchers, industry representatives, practitioners, and experts present findings from their latest work regarding gamification, technology, media and digital culture for the future society. The conference is organized by the Gamification Group, a Tampere University research team that brings together a global community of scientists, industry members and officials.
The GamiFIN conference will offer an entry to the Gamification Publication Track. The gamification publication track is a one-of-a-kind, "gamified" way to develop your research paper through the GamiFIN conference, HICSS Gamification Track, and toward the eventual publication in an associated journal issue. The aim of the gamification publication track is to increase the predictability and rigorousness of the peer-review and publication processes by providing a concise review continuum and discussion with peers.
=== PROCEEDINGS, PUBLICATIONS & PRESENTATIONS ===
Accepted papers will be published by CEUR and indexed as full peer-reviewed academic publications. CEUR-WS.org is a free open-access publication service and recognized ISSN publication series, ISSN 1613-0073.
Previous GamiFIN proceedings are available at https://gamifinconference.com/proceedings
Authors of accepted papers have the option to fast-track extended versions to journals such as Electronic Markets (papers that approach the topic from the perspective of the digital economy), Internet Research (papers that approach the topic from the perspective of Internet -related work), or AIS Transactions on Human-Computer Interaction (papers that approach the topic from the perspective of human-computer interaction).
=== CONTACT ===
info at gamifinconference.com<mailto:info at gamifinconference.com>
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