[Air-L] CFP | DEADLINE for PAPERS December 6th | GamiFIN 2022 | Gamification, VR/AR/MR, serious games, esports, streaming etc.

Henrietta Jylhä henrietta.jylha at gmail.com
Thu Oct 7 02:25:57 PDT 2021


Dear all,


On behalf of the Gamification Group <http://gamification.gg/>, We are
excited to announce that GamiFIN Conference 2022 is now welcoming papers,
posters and doctoral consortium submissions related to themes such as
Gamification, VR and Esports.


The full CFP is in the following. We are looking forward to your
submissions!


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6th Annual International GamiFIN Conference 2022 (hybrid event)

GamiFIN 2022, April 26–29, 2022, Tampere, Finland.

=================================================



DEADLINE for full papers December 6, 2021. Deadline for posters and
doctoral consortium submissions February 21, 2022.



Conference website: http://gamifinconference.com

Full CFP: https://gamifinconference.com/cfp2022



=== IMPORTANT DATES

- December 6, 2021: Submissions deadline for full papers (extended)

- January 31, 2022: Notifications of acceptance sent to authors of papers

- February 21, 2022: Submissions deadline for posters and doctoral
consortium

- February 21, 2022: Deadline for camera-ready full papers

- February 28, 2022: Notification of acceptance for posters and doctoral
consortium

- March 14, 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., 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 artefacts, playful and speculative design

- Theories/concepts/methods: Contributions to science around gamification

- Critical approach to gamification: e.g., 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



=== CONTACT

Email: info at gamifinconference.com
Website: http://gamifinconference.com



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