GamiFIN 2022: GamiFIN Conference 2022 Tampere, Finland, April 26-29, 2022 |
Conference website | http://gamifinconference.com/ |
Submission link | https://easychair.org/conferences/?conf=gamifin2022 |
Abstract registration deadline | December 13, 2021 |
Submission deadline | December 13, 2021 |
The GamiFIN conference is an annual academic conference, which focuses on the development, implementation and dissemination of gamification research. The conference brings together an international group of academics and aims to attribute to the overall development of gamification as a process and a tool.
GamiFIN is hosted by the Gamification Group in affiliation with the University of Tampere. The conference provides an excellent platform for multidisciplinary research, and encourages innovation, development of technology as well as networking among the leading scholars within the field of gamification, games studies, business-studies and human-computer interaction.
GamiFIN is already the leading conference related to gamification and is quickly becoming a prominent academic conference in the world on the interaction of economics and game research.
Submission Guidelines
Full papers submitted to GamiFIN 2022 should be between 7 and 10 pages, including the list of references. All submissions will undergo a double-blinded peer-review process. Therefore, the authors are required to remove any information that could give an indication of authorship.
Please submit your full paper submission in PDF-format!
Full paper submissions must conform to the CEUR 2-column template available at: http://ceur-ws.org/Vol-XXX/CEUR-Template-2col.docx. Only the Word template is available at this moment.
At the conference, presenters of accepted academic papers will have approximately 15 minutes for the presentation including the discussion.
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 artefacts, 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
Venue
The conference will be held in a hybrid format. Online and in-person at the PAIDIA Living Lab in Tampere, Finland.
Contact
All questions about submissions should be emailed to info@gamifinconference.com