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GamiFIN 2025 : 9th International GamiFIN Conference | |||||||||||||||
Link: https://gamifinconference.com/call-for-papers-2025/ | |||||||||||||||
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Call For Papers | |||||||||||||||
GamiFIN will again be held in snowy and magical northern Finland!
GamiFIN 2025 conference welcomes paper submissions, posters, practical cases, work-in-progress notes, demos, and doctoral consortium applications. 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. 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 |
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