-------- Forwarded Message --------
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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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