-------- Forwarded Message --------
Link to full CFP:
https://www.tut.fi/Gamification/2019/02/26/hicss2020_cfp/
=== GAMIFICATION track
Part of the “Decision Analytics, Mobile Services, and Service
Science” –
track 53rd annual Hawaii International Conference on System
Sciences HICSS
January 7-10, 2020 | Grand Wailea, Maui
=== 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 7-10: Conference
- February 15, 2019 (date subject to change) (Optional) Submission
deadline
for extended versions of selected papers for Internet Research or
Electronic
Markets.
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
r) or Electronic Markets (Impact factor 3.818)
(
http://www.electronicmarkets.org/home).
Moreover, the Gamification mini-track is part of the Gamification
Publication Track aimed at persistent development of gamification
research:
http://gamifinconference.com/gamification-track/
=== 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,
gamification in
leadership
- 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.
=== 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
Mattia Thibault
Tampere University
Email:
mattia.thibault@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).
Intentional 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 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. Wiley Blackwell Encyclopedia of
Sociology
(in press).
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.
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Xi, N., & Hamari, J. (2019). The relationship between
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January
8-11, 2019.
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