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FGE 2016 : FGE 2016: FICTIONAL GAME ELEMENTS: Critical Perspectives on Gamification Design - International Workshop @ CHI PLAY '16, Austin, Texas | |||||||||||||
Link: https://fge2016.wordpress.com/ | |||||||||||||
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Call For Papers | |||||||||||||
FGE 2016: FICTIONAL GAME ELEMENTS: Critical Perspectives on Gamification Design
International Workshop @ The ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY), October, 16-19, Austin, Texas Workshop Website: https://fge2016.wordpress.com/ IMPORTANT DATES Workshop participation submissions: July 26, 2016 Workshop participation notification: August 12, 2016 Workshop day: October 16, 2016 Please submit by email to: amon.rapp@gmail.com Motivation Scholarship in HCI on gamification is largely focused on evaluating the short-term effectiveness and usefulness of this design technique, while other, and perhaps more important aspects, are not receiving similar attention. Side-effects, long-term and systemic consequences, ethical and societal impacts and concerns are rarely raised in the present gamification rhetoric, and a variety of assumptions related to games, fun, and enjoyment are far from being taken into question. In this workshop we want to fill this gap by eliciting a critical discourse about gamification design by using design fictions. We want to engage researchers in asking not only could it be done? but also should it be done? and how would society look like if this will be done?. Are there fields in which gamification should not be employed? What are the unexpected impacts/side effects that a pervasive gamification design could produce on the individual and society (e.g. addiction, individualism, escapism, hedonism)? What if entire aspects of our life will be turned into a game? What if novel, more effective, immersive, and pleasurable game elements will be successfully employed in gamification design? Is gamification implicitly reinforcing some aspects of our society (e.g. consumerism, individualism)? Primary aim of the workshop is to encourage reflection on the consequences of gamification design, by framing it in unusual, ambiguous, provocative perspectives, through the design of fictional prototypes in plausible distant futures, as well as in utopian or dystopian societies. TOPICS Relevant workshop topics include but are not limited to: i) Envisioning of future and unexpected uses of gamification techniques; ii) Theoretical reflections about how games and gamification could change our lives in the future; iii) Critical insights on side-effects of gamification design; iv) Ethical issues related to the employment of gamified technologies; v) thought-provoking designs of novel gamified applications; vi) novel game design elements; vii) fictional prototypes, evaluations, scenarios of “critical” gamified systems SUBMISSION We accept submissions in three forms. Option 1: is a standard position paper, where authors discuss one of the workshop topics (4-6 page long). Option 2: is a contribution in the form of a “critical” design fiction, in which authors may explore the future consequences of their work and of gamification design (4-6 page long). Option 3: is a manifestation of interest where authors explain how their area of expertise may be relevant for the workshop discussion, and/or why they would like to participate (2-4 page long). Format: All the options should be in the ACM Extended Abstract Format and should not be anonymized. Papers will be reviewed mainly on the basis of their potential to trigger insights for the design phase of the workshop. Please submit by email to: amon.rapp@gmail.com ORGANIZERS Amon Rapp, University of Torino Federica Cena, University of Torino Frank Hopfgartner, University of Glasgow Juho Hamari, University of Tampere Conor Linehan, University College Cork |
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