-------- Forwarded Message --------
Link to full 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/>
=== Engaging Governance track
Part of the “Digital Government” – 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 Engaging Governance 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 include (but are not limited to) the intersections
between engagement and governance:
1) Engagement
- Game-based approaches: games, gamification, gamefulness, urban
gamification, simulations, policy games, serious games, games with
a purpose, game-based learning
- Motivational technology: persuasive technology, affective
technology, quantified self, motivational theory
- Play: playfulness, toys, toyification
- Storytelling: narratives, stories, digital storytelling,
interactive narrative, storification, roleplay
- Immersive technology: AR, VR, XR, digital twins
- User generated content: social media, social networks, memes,
streaming
2( Governance
- Participation: e-participation, e-democracy, empowerment,
co-creation, integration, diversity, accessibility
- Urban planning: smart cities, public spaces, resource
management, commons, sustainability, IoTs
- Public data: open data, big data, data ownership, citizen
sensing, crowdsensing visualization, information and
misinformation
- Economy: national economy, sharing economy, information economy,
taxation, market regulation
- Security and law enforcement: cybersecurity, surveillance,
privacy, deception, organized crime, information warfare, digital
forensics, e-justice
- Policy and politics: policymaking, law-making, voting,
petitioning, post-truth politics, campaigning, elections, nudge
politics, top-down vs bottom-up regulations
- Emergency response: disaster and resources management volunteer
work
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
Gamification, 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/>
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
Lobna Hassan
University of Turku / Tampere University
Email:
lobna.hassan@tuni.fi
Mattia Thibault
Tampere University
Email:
mattia.thibault@tuni.fi
Juho Hamari
University of Turku / Tampere University
Email:
juho.hamari@tuni.fi
See you in Hawaii!
====
Public engagement in the governance of shared resources and
commons is often inhibited by several factors, such as the growing
complexity of modern life, constraints of time or space, and the
lack of interest to engage from both individuals and governing
bodies. On the other hand, the increased digitalization of society
and exponential technological developments have made participation
in governance more technologically feasible than ever. Research
and practice have sprung to investigate how emerging technologies
could impact engagement in governance under such umbrellas as
e-democracy (16), e-participation (21, 25), e-voting (26),
e-petitioning (3), and online, participatory campaigning (11, 31),
amongst many other governance engagement strategies.
Engagement with governance is often facilitated through various
technological means and strategies. Among others, games,
game-based and playful approaches (10, 22, 23) have been utilized
in governance and public engagement practices, for example through
simulations and policy games (10). Emerging and connected
technologies and strategies are similarly being utilized to foster
engagement with governance through social media (2, 8),
gamification & gameful design (12, 13, 18, 19), serious games
(7, 32), persuasive technology (24), virtual (28) and augmented
reality (4, 27). For example: serious games are being utilized to
foster civic learning (9), gamification to promote formal
interaction between citizens and policy makers (10, 13, 15), and
virtual reality as means of promoting empathy, integration and
social connection (5). Many have, additionally, explored how
public spaces, and especially smart cities, could be made more
engaging to citizens, often in playful ways (14, 23). Smart cities
can become playgrounds, where inhabitants, for better or for
worse, shape the city’s landscape: its public areas, walkways,
social interactions and makeups through technologies (8, 14, 20,
23, 30). Location-based games such as Pokémon Go (4) were able to
attract millions of players, making cities friendlier as spaces
where individuals felt safer and were more likely to create social
connections with their neighbors. Concepts such as Hackable Cities
(20, 34), Playable Cities (23), and Urban Gamification (33)
highlight the large-scale change that emerging technologies are
bringing about in the smart cities of the future. Moreover, social
media and user generated content have become a key player in
public life through, for example, political memes (2, 8, 11), and
organization of political and city activities (20).
These emerging technologies and engagement strategies, amongst
others, have shown and still hold a great potential for public
engagement in governance. Nonetheless, engagement with governance
and the public good can be seen to exist outside the common
hurdles of the everyday life, where the effects of engagement are
often invisible or take a long time to materialize (13, 18). While
we could argue that the basic technological means for facilitating
engagement in governance are available to remedy to the modern
physical challenges that hinder exactly such engagement, public
engagement with governance often swings between the extremes of
being passive or active through logistically unsustainable online
and offline movements engagement, such as has been seen with the
Arab Spring (1, 17), occupy Wall Street movements (6), and some
city alteration movements (20, 29, 34). Both, the lack of
engagement in governance and unsustainable engagement with it are
of detriment to governance and democratic practices.
Alha, K., Koskinen, E., Paavilainen, J., & Hamari, J. (2019).
Why do people play location-based augmented reality games: A study
on Pokémon GO. Computers in Human Behavior, 93, 114-122.
Blascovich, J., & Bailenson, J. (2011). Infinite reality:
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
playing video games. American psychologist, 69(1), 66.
Hamari, J. (2019). Gamification. In G. Ritzer & C. Rojek
(Eds.), The Blackwell Encyclopedia of Sociology. New York John
Wiley & Sons. DOI:
https://doi.org/10.1002/9781405165518.wbeos1321
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
gamification, quantified-self and social networking. International
Journal of Information Management, 46, 151-162.
Huotari, K., & Hamari, J. (2017). A definition for
gamification: anchoring gamification in the service marketing
literature. Electronic Markets, 27(1), 21-31.
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.
International Journal of Information Management, 45, 191-210.
Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M.
B. (2018). Gamification science, its history and future:
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
Media & Communication, 2050157916678270.
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
of the current state of research. Health education & behavior,
40(2), 171-192.
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The
motivational pull of video games: A self-determination theory
approach. Motivation and emotion, 30(4), 344-360.
Sotamaa, O. (2010). When the game is not enough: Motivations and
practices among computer game modding culture. Games and Culture,
5(3), 239-255.
Squire, K. D. (2008). Video games and education: Designing
learning systems for an interactive age. Educational Technology,
48(2), 17-26.
Taylor, T. L. (2012). Raising the Stakes: E-sports and the
Professionalization of Computer Gaming. MIT Press.
Thibault, M. (2019) “Towards a Typology of Urban Gamification” in
In Proceedings of the 52nd Annual Hawaii International Conference
on System Sciences (HICSS), Hawaii, USA, January 8-11, 2019., pp.
1476-1485.
Törhönen, M., Sjöblom, M., & Hamari, J. (2018). Aspects of
online popularity: What do content creators believe to affect
their popularity on Twitch and YouTube? In Proceedings of the 2nd
International GamiFIN conference, Pori. Finland, May 21-23, 2018.
Von Ahn, L., & Dabbish, L. (2008). Designing games with a
purpose. Communications of the ACM, 51(8), 58-67.
Wexelblat, A. (Ed.). (2014). Virtual reality: applications and
explorations. Academic Press.
Xi, N., & Hamari, J. (2020). Does gamification affect brand
engagement and equity? A study in online brand communities,
Journal of Business Research, 109, 449-460.
_______________________________________________
AISWorld mailing list
AISWorld@lists.aisnet.org