GamiFIN 2021 - 5th Annual International GamiFIN conference
Topics/Call fo Papers
Call for papers!
GamiFIN 2021 conference welcomes 1) paper submissions, 2) posters, and 3) doctoral consortium applications.
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
Governance: e.g., democracy, participation, law enforcement, e-justice, cyber forensics, urban planning, smart cities, surveillance
Sustainability: planet, people, prosperity, peace
Design: e.g., Design principles, design methods, designing gamification, gamification artefacts
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
GamiFIN 2021 conference welcomes 1) paper submissions, 2) posters, and 3) doctoral consortium applications.
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
Governance: e.g., democracy, participation, law enforcement, e-justice, cyber forensics, urban planning, smart cities, surveillance
Sustainability: planet, people, prosperity, peace
Design: e.g., Design principles, design methods, designing gamification, gamification artefacts
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
Other CFPs
Last modified: 2020-10-08 15:26:15