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Gamification 2013 : GAMIFICATION 2013: Gameful Design, Research, and Applications | |||||||||||||||
Link: http://uwaterloo.ca/gamification/ | |||||||||||||||
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Call For Papers | |||||||||||||||
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* * CALL FOR PARTICIPATION: GAMIFICATION 2013 * Submission deadline: Friday, June 21, 2013 * * GAMIFICATION 2013 * Gameful Design, Research, and Applications * https://uwaterloo.ca/gamification * Twitter: #gameit2013 * * University of Waterloo Stratford Campus, Stratford, Ontario, Canada * October 2-4, 2013 * ***************************************************************************** Gamification 2013: Gameful Design, Research, and Applications is a new international and interdisciplinary conference with a focus on researchers and professionals in gamification. Gamification uses game design to make a system that primarily supports non-game tasks more fun, engaging, and motivating. We invite a wide variety of research and applications to be submitted for presentation and showcasing at the conference. The goal of the conference is to demonstrate current high quality research in gamification and encourage discussion of this research as a foundation of the future of gamification. To this end, the conference will feature streams that blend academic research and experimental applications with industry and non-profit examples, results and procedures. We seek to understand the research necessary for increasingly effective implementation of gamification in business, health, education and entertainment. We welcome presentations of research projects, gamification successes and failures, unanswered questions about gamification, gamification metrics and processes, methods of gamification commercialization and more. For more information visit the conference website: https://uwaterloo.ca/gamification/ IMPORTANT DATES May 1, 2013 - Submission system opens June 21 - Deadline for full papers, short papers, Gamification Student Design Competition and industry/non-academic presentations August 1 - Accept/Reject decision of the committee August 8 - Poster, Demo Submission Deadline August 30 - Camera-ready submission, Decision on Posters and Demos October 2-4 - Gamification 2013 Conference in Stratford, ON SUBMISSIONS Gamification 2013 is open for research paper submissions and industry submissions. Please note that we only accept professionals affiliated with a company or freelancers not working in academia to submit to the industry track. Researchers or people working mainly in academia should submit to the research track. We are looking for gamification researchers and professionals from - but not limited to - the following backgrounds: - Game Design - Human-Computer Interaction - Psychology - Computer Science and Informatics - Game Studies - Education - User Experience and Interaction Design - Social Sciences and Humanities (e.g., digital humanities, communication research, sociology) RESEARCH PAPER SUBMISSION TYPES We encourage the following research paper submission types (please use the ACM SIGCHI proceedings template for all academic submissions): - Full Research Papers (8 pages in ACM SIGCHI format, 20 minute presentation) Full Research papers published at Gamification 2013 are archival publications (Accepted submissions will be included in the conference proceedings published by ACM in cooperation with SIGCHI and included in the ACM Digital Library). Full research papers should describe your original research contributions. Papers must report new research results that represent a contribution to gamification research. They must provide sufficient details and support for the presented results and conclusions. They must cite relevant published research or experience, highlight novel aspects of the submission, and identify the most significant contributions to the gamification community. We evaluate papers based on originality, significance, quality of research, quality of writing, and contribution to conference program diversity. They are a significant research contribution including the areas involved in gamification. All submissions should be formatted according to the ACM SIGCHI word template. The papers must not be longer than 8 pages (including your references). Your papers will be subject to blind peer reviewing and all identifying information about authors needs to be removed from the submitted manuscripts. Citations to your own work must not be anonymous, but should be described in a way that does not reveal you as the author of the cited work. Full research papers must be submitted using the Precision Conference system for Gamification 2013. You may submit a video figure to support your paper. We are pleased that revised and expanded versions of the accepted academic full papers will also be invited into a Special Issue titled Gamification in the HCI journal: Computers in Human Behavior (5-Year Impact Factor: 2.476). - Works-in-Progress Short Papers (4 pages in ACM SIGCHI format, 10 min short paper talk) or Posters (2 pages in ACM SIGCHI format, poster presentation at the conference) Posters and Short Papers provide a unique opportunity for breaking results and late in-progress work to be presented to the gamification community. Submissions should be in the form of a 4-page ACM SIGCHI paper. Accepted submissions will be presented as a poster at the conference. Short papers will be peer-reviewed and archived in the proceedings. Poster papers will be juried and archived separately. - Gamification Student Design Competition (2 pages describing the gamified content or service in ACM SIGCHI format) The Gamification Student Design Competition will provide a unique opportunity for students to showcase their gamification systems and designs. Students will need to submit a link to a short video trailer and explanation of the gamified system on YouTube or Vimeo. A 2-page description of the system and approach in ACM SIGCHI format is also necessary as well as proof of student status. A gamification jury panel will judge the submissions and invite the best submissions for presentation at the conference, where a panel of experts will make the final decision on which gamified system wins the competition. - Demos (2 pages in ACM SIGCHI format, working demo at the conference) The interactive gamification demo event will showcase the latest gamification tools, techniques, and systems created by academic or industrial research groups. You will be provided with space and time at the conference to showcase your demos to the conference audience. INDUSTRY AND NON-ACADEMIC SUBMISSION TYPES If you are a presenter from a company or other non-academic organization or a professional freelancer, you must submit your full deck of slides and all other presentation materials for the conference (videos, etc.). Unlike research papers, these will not be blindly peer-reviewed, so the materials may include, for example, all applicable names, brands, but we strongly discourage evangelistic presentations. A central goal of the conference is to engage academics and non-academics in open discussion of gamification practices and examples, and especially to map current and future practices to current and future research, and to this end we strongly encourage the presentation of examples for the purpose of precisely such discussion. We also actively seek presentations on examples and methods of gamification commercialization. We encourage the following submission types: - Panel (40 minutes) Panels encourage debate among panelist with often different viewpoints on a particular topic. A panel session combines these viewpoints with the help of a moderator. We prefer you submitting an overview of the topic you would like to touch on and the nomination of a moderator. The panel should not feature more than 5 people on it (including the moderator). All panelists and the moderator must be confirmed before your submission. There is a very limited number of panel slots. - Conference Presentation (20 minutes) This is a standard industry conference presentation preferably with one speaker only. We would like to see case studies of gamification and best practices from industry here. - Roundtable (40 minutes) Roundtables are small discussion groups facilitated by several moderators. These are limited to 30-40 attendees in a room. Moderators will need to have a list of topics prepared and help propel the discussion in the group forward. Roundtables are meant to inspire and encourage the exchange of ideas. Audience participation is key, so discussing topics that are likely to evoke different viewpoints is going to be best for this format. - Demos The interactive gamification demo event will showcase the latest gamification tools, techniques, and systems your company has developed. You will be provided with space and time at the conference to showcase your demos to the conference audience. We will need an interesting video of your demo for evaluation. - Workshops (variable) Please contact us individually if you would like to run an industry workshop for the conference. REVIEW PROCESS: FULL RESEARCH PAPERS We selected a program committee of experts in human-computer interaction and game research to lead the scientific review process. Once your paper is submitted as a blind manuscript in the correct ACM SIGCHI format, our program committee will assign at least 3 peer reviewers to each submission and ensure to receive high quality reviews back from them. The PC members will then weigh in with their own opinion about the paper and summarize the individual reviews, essentially meta-reviewing the paper and putting forward a suggestion of accept or reject to the conference chairs. The conference chairs will then deliberate in close communication with the committee members about the acceptance of papers. Papers eventually get a recommendation on including certain changes before camera-ready submission and acceptance might be tentative until those changes are included. Once accepted, paper authors are required to register and present their paper at the conference. REVIEW PROCESS: INDUSTRY AND NON-PROFIT SUBMISSIONS A team of six representatives from non-academic organizations will review all submissions from companies and non-profits. While the showcasing of successful implementations of gamification is certainly a goal, the committee will also look specifically for presentations that raise questions about gamification, that encourage discussion and critique, or that address research needs. CONFERENCE COMMITTEES Conference Chairs Lennart Nacke, University of Ontario Institute of Technology Kevin Harrigan, University of Waterloo Neil Randall, University of Waterloo Associate Research Committee Sebastian Deterding, University of Hamburg Elizabeth Lawley, Rochester Institute of Technology Dan Dixon, University of the West of England Staffan Björk, University of Gothenburg Georgios Christou, European University Cyprus Jon Froehlich, University of Maryland, College Park Zach Toups, Texas A&M University Bart Simon, Concordia University Florian 'Floyd' Mueller, Royal Melbourne Institute of Technology Steffen Walz, Royal Melbourne Institute of Technology Peta Wyeth, Queensland University of Technology Daniel Johnson, Queensland University of Technology Kevin Stanley, University of Saskatchewan Bill Kapralos, University of Ontario Institute of Technology Audrey Girouard, Carleton University Associate Industry Committee Michael Ferguson, Ayogo Games Paul Prescod, Ayogo Games Rose Kocher, Director, Research Program Management, Desire2Learn Inc. Carol Leaman, CEO Axonify Erica Webb, Oracle |
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