-------- Forwarded Message --------
Link to full CFP:
https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021/
<https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021/>
=== GAMIFICATION track
Part of the “Decision Analytics, Mobile Services, and Service
Science” – track 54th annual Hawaii International Conference on
System Sciences HICSS January 5-8, 2020 | Grand Hyatt, Kauai
=== IMPORTANT DATES
- June 15: Submissions deadline
- August 17: Notification sent to authors
- September 4: Revision deadline
- September 10: Final acceptance notifications sent to authors
- September 22: Deadline for authors to submit the final
manuscript (camera ready)
- October 1: Registration deadline
- January 5-8: Conference
- February 15, 2019 (date subject to change) (Optional) Submission
deadline for extended versions of selected papers for Internet
Research or AIS Transactions on Human-Computer Interaction
Authors of accepted papers have the option to fast-track extended
versions of their HICSS papers either to Internet Research (Impact
factor 3.838)
(
http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int
<http://www.emeraldgrouppublishing.com/products/journals/journals.htm?id=int>
or AIS Transactions on Human-Computer Interaction
(
https://aisel.aisnet.org/thci/
<https://aisel.aisnet.org/thci/>).
Moreover, the Gamification mini-track is part of the Gamification
Publication Track aimed at the persistent development of
gamification research:
http://gamifinconference.com/gamification-track/
<http://gamifinconference.com/gamification-track/>
Submission instructions:
https://hicss.hawaii.edu/authors/
<https://hicss.hawaii.edu/authors/>
=== TOPICS (but are not limited to):
- Users: e.g. Engagement, experience, motivations, user/player
types
- Education: e.g. Serious games, game-based learning, simulation
games
- Media: e.g. eSports, streaming
- Commerce: e.g. Game business models, free-to-play, gamification
as marketing, adoption
- Work: e.g. Organizational gamification, gameful work,
games-with-a-purpose, playbour
- Technology: e.g. VR, AR, MR, gameful wearables and IoT
- Toys & playfulness
- Health: e.g. Quantified-self, games for health, health benefits
- Cities: e.g. smart cities, urban gamification, playable cities,
community engagement, governance
- Theories/concepts/methods: Contributions to science around
gamification
We encourage a wide range of submissions from any disciplinary
backgrounds: empirical and conceptual research papers, case
studies, and reviews.
We additionally welcome submissions to connected minitracks of
Engaging Governance, CFP:
https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021/
<https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021/>
Streaming Media in Entertainment:
https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021-streaming/
<https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-hawaii-international-conference-on-system-sciences-hicss-2021-streaming/>
=== CHAIRS
Juho Hamari
University of Turku / Tampere University
Email:
juho.hamari@tuni.fi
Lobna Hassan
University of Turku / Tampere University
Email:
lobna.hassan@tuni.fi
Nannan Xi
Tampere University
Email:
nannan.xi@tuni.fi
See you in Hawaii!
====
Interaction with games is considered to have positive effects on
our cognitive, emotional, social abilities and motivation (5; 9;
10; 13; 15; 22; 30). It isn’t surprising, then that our reality
and lives are increasingly becoming game-like (6). This is not
limited to the fact that digital games have become a pervasive
part of our lives, but perhaps most prominently with the fact that
activities, systems and services that are not traditionally
perceived as game-like are becoming either intentionally or
unintentionally gameful (4; 6; 10; 13; 14).
Gamification refers to a “process of transforming any activity,
system, service, product or organizational structure into one
which affords positive experiences, skills and practices similar
to those afforded by games, and is often referred to as the
gameful experience. This is commonly but optionally done with an
intention to facilitate changes in behaviours or cognitive
processes. As the main inspirations of gamification are games and
play, gamification is commonly pursued by employing game design”
(6).
Gamification has become an umbrella concept that, to varying
degrees, includes and encompasses other related technological
developments such as serious games (3), game-based learning (12;
24), exergames & quantified-self (8; 9; 21), games with a
purpose/human-based computation games (17; 28), and persuasive
technology (20).
Secondly, gamification also manifests in a gradual, albeit
unintentional, cultural, organizational and societal
transformation stemming from the increased pervasive engagement
with games, gameful interactions (6), game communities and player
practices. For example, recently we have witnessed the popular
emergence of augmented reality games (16; 17) and virtual reality
technologies (2; 29) that enable a more seamless integration of
games into our physical reality. Case in point are urban spaces
that are increasingly becoming playgrounds for different games and
-play activities. While location-based games such as Pokémon Go
(1) were able to attract millions of players, concepts such as
Playable Cities (19) and Urban Gamification (26) highlight the
large scale changes that games are bringing about in the smart
cities of the future. Moreover, the media ecosystem has also
experienced a degree of ludic transformation: with user generated
content becoming an important competitor for large media
corporations. This transformation has led to the development of
several emerging phenomena such as the Youtube and modding
cultures (23; 27) and esports (7; 25), that have penetrated the
cultural membrane allowing games to seep into domains hitherto
dominated by traditional media.
Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019).
Why do people play location-based augmented reality games: A study
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Avatars, eternal life, new worlds, and the dawn of the virtual
revolution. William Morrow & Co.
Connolly, T. M. Boyle, E. A., MacArthur, E., Hainey, T. &
Boyle, J. M. (2012). A systematic literature review of empirical
evidence on computer games and serious games. Computers &
Education, 59, 661-686.
Deterding, S. (2015). The lens of intrinsic skill atoms: A method
for gameful design. Human–Computer Interaction, 30(3-4), 294-335.
Granic, I., Lobel, A., & Engels, R. C. (2014). The benefits of
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Hamari, J., & Sjöblom, M. (2017). What is eSports and why do
people watch it? Internet research, 27(2), 211-232.
Hamari, J., Hassan, L., & Dias, A. (2018). Gamification,
quantified-self or social networking? Matching users’ goals with
motivational technology. User Modeling and User-Adapted
Interaction. 28(1), 35-74.
Hassan, L., Dias, A., & Hamari, J. (2019). How motivational
feedback increases user’s benefits and continued use: A study on
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Huotari, K., & Hamari, J. (2017). A definition for
gamification: anchoring gamification in the service marketing
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Högberg, J., Hamari, J., & Wästlund, E. (2019). Gameful
Experience Questionnaire (GAMEFULQUEST): An instrument for
measuring the perceived gamefulness of system use. User Modeling
and User-adapted Interaction.
Kiili, K. (2005). Digital game-based learning: Towards an
experiential gaming model. The Internet and Higher Education,
8(1), 13-24.
Koivisto, J., & Hamari, J. (2019). The rise of motivational
information systems: A review of gamification literature.
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Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M.
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Definitions and a research agenda. Simulation & Gaming, 49(3),
315-337.
Malone, T. W. (1981). Toward a theory of intrinsically motivating
instruction. Cognitive science, 5(4), 333-369.
Montola, M., Stenros, J., & Waern, A. (2009). Pervasive games:
theory and design. Morgan Kaufmann Publishers Inc.
Morschheuser, B., Hamari, J., Koivisto, J., & Maedche, A.
(2017). Gamified crowdsourcing: Conceptualization, literature
review, and future agenda. International Journal of Human-Computer
Studies, 106, 26-43.
Mäyrä, F. (2016). Pokémon GO: Entering the Ludic Society. Mobile
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Nijholt, A. (2017). Playable Cities The City as a Digital
Playground. Springer.
Oinas-Kukkonen, H., & Harjumaa, M. (2009). Persuasive Systems
Design: Key Issues, Process Model, and System Features.
Communications of the Association for Information Systems, 24(1).
Peng, W., Crouse, J. C., & Lin, J. H. (2013). Using active
video games for physical activity promotion: a systematic review
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40(2), 171-192.
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Sotamaa, O. (2010). When the game is not enough: Motivations and
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5(3), 239-255.
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