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6th Annual International (HYBRID) Conference on Gamification (GamiFIN 2022)

6th Annual International (HYBRID) GamiFIN Conference 2022
April 26-April 29, 2022, Tampere, Finland.

- Conference website: http://gamifinconference.com/
- Full CFP and instructions: http://gamifinconference.com/cfp2022/
- Submissions: https://easychair.org/conferences/?conf=gamifin2022

GamiFIN 2022 conference welcomes 1) paper submissions, 2) posters, and 3)
doctoral consortium applications. GamiFIN 2022 is also hosting a symposium,
sponsored by the Academy of Finland Flagship UNITE - Forest-Human-Machine
Interplay, focused on the gameful nature of human-nature interaction
providing a special opportunity to submit works related to its themes.

=== IMPORTANT DATES
- December 6th, 2021: Full papers submissions deadline
- January 31st, 2021: Notifications of acceptance sent to authors of papers
- February 21st, 2022: Submissions deadline for posters and doctoral
consortium
- February 21st, 2022: Deadline for camera-ready full papers
- February 28th , 2022: Notification of acceptance for posters and doctoral
consortium
- March 14th, 2022: Registration deadline for all presenters
- April 26-29, 2022: 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. 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
- Planet/Ecology: 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



This post first appeared on Beamtenherrschaft, please read the originial post: here

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6th Annual International (HYBRID) Conference on Gamification (GamiFIN 2022)

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