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GamiFIN 2026 : 10th International GamiFIN Conference | |||||||||||||||
Link: https://gamifinconference.com/call-for-papers-2026/ | |||||||||||||||
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Call For Papers | |||||||||||||||
GamiFIN 2026 conference welcomes paper submissions, posters, practical cases, work-in-progress notes, demos, and doctoral consortium applications, as well as extended abstracts for special theme workshops and seminars.
=== IMPORTANT DATES === We are celebrating our 10th Anniversary, and as part of our celebratory year, we are introducing a new publisher of the proceedings: ACM ICPS. GamiFIN 2026 conference welcomes submissions of the following types: Research articles, Posters, Work-In-Progress (WIP) papers, Demonstrations, and Doctoral consortium notes, as well as extended abstracts for special theme workshops (information about special notes will be distributed at a later date, closer to the conference). Important Dates – October 27th, 2025: Submission deadline for ACM-published entries*, including Research articles, Posters, Work-In-Progress (WIP) papers, and Demonstrations. – December 15th, 2025: Decision notifications sent to authors of ACM-published entries. – January 5, 2026: Deadline for registration to the conference** for presenters of accepted ACM-published entries and submission of camera-ready versions of accepted ACM-published entries, including completed ACM rights forms. – January 5th, 2026: Submission deadline for presentation-only entries*, including Posters, WIP papers, Demonstrations, and Doctoral consortium note submissions. – January 12th, 2026: Decision notifications for presentation-only entries. – March 9th, 2026: General registration deadline for all other conference participants, including presenters of presentation-only Research articles, Posters, WIP papers, Demonstrations, and Doctoral consortium note submissions**. – March 23–27, 2026: Conference dates. === 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, storyfication – 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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