-------- Forwarded Message --------
Subject: [AISWorld] CFP | Games/gamification/engagement/streaming etc-related tracks @ HICSS 2021 | DL 15th July | fast-tracks possibilities @ Internet Research (IF 4.1.) and AIS Trans. Hum.-Comput. Interact
Date: Tue, 2 Jun 2020 16:15:51 +0300
From: Juho Hamari <jujohama@gmail.com>
To: aisworld@lists.aisnet.org


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The 54th Hawaii International Conference on System Sciences January 5-8, 2021, Grand Hyatt Kauai, Hawaii.
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=== Tracks & links
- GAMIFICATION -
https://www.tut.fi/Gamification/2020/03/08/cfp-gamification-54th-annual-hawa
ii-international-conference-on-system-sciences-hicss-2021/
- ENGAGING GOVERNANCE -
https://www.tut.fi/Gamification/2020/03/08/cfp-engaging-governance-54th-annu
al-hawaii-international-conference-on-system-sciences-hicss-2021/
- STREAMING media in entertainment -
https://www.tut.fi/Gamification/2020/03/19/cfp-gamification-54th-annual-hawa
ii-international-conference-on-system-sciences-hicss-2021-streaming/
- Conference webiste - https://hicss.hawaii.edu/
- Submission guidelines - https://hicss.hawaii.edu/authors/

=== IMPORTANT DATES
- July 15 — Papers due
- August 23 — Notifications to authors
- September 4 — Revision due for papers accepted with mandatory changes
- September 11 — Notifications to authors of revised papers
- September 22 — Final manuscripts due
- January 4 — Publications of full conference proceedings
- After the conference - fast-track options to Internet Research (IF 4.1.)
and AIS Trans. Hum.-Comput. Interact

=== THEMES
GAMIFICATION: Relevant topics for this minitrack include, but 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

ENGAGING GOVERNANCE: Relevant topics include, but are not limited to the
intersections between engagement technologies and governance:
- 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
- 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

STREAMING media in entertainment: We anticipate submissions including (but
not limited to) the following topics:
• Information production and/or consumption behavior on streaming
services
• The role of (live) streaming services in the dissemination of
breaking news
• Multichannel behavior of streamers
• Strategies of influencers and micro-celebrities
• User participation on streaming services (e.g., giving “hearts,”
commenting, donating)
• Juridical problems of streaming (e.g., copyright or personality
rights violations)
• The application of gamification mechanisms and dynamics in streaming
services
• Production and usage of streams by children and adolescents
• Utilization of streaming in companies and other institutions
• Streaming in education and academia
• Live streaming
• Social Live Streaming (e.g., YouNow, Periscope, Ustream)
• Live stream function in other services (Facebook Live, IGTV)
• eSports (e.g., Twitch, Mixer)
• Audio (live radio, podcasts)
• On-Demand streaming
• User-generated video (e.g., YouTube) or audio (e.g., SoundCloud)
• Commercial video (e.g., Netflix, Disney Plus) or audio (e.g.,
Spotify, Apple Music)
• Learning/educational video (e.g., Udemy, Udacity)
• Short-form video formats in digital media (e.g., TikTok, Snapchat)
• Instagram/Facebook stories
• WhatsApp stories

=== CHAIRS - Gamfication: Juho Hamari, Lobna Hassan, Nannan Xi
- Engaging governance: Lobna Hassan, Mattia Thibault, Juho Hamari, J. Tuomas
Harviainen
- Streaming media in entertainment: Kaja Fietkiewicz, Franziska Zimmer,
Maria Tφrhφnen, Juho Hamari


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