-------- Forwarded Message --------
Link to full CFP:
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/>
=== 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 Streaming Media in Entertainment 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):
Topics by types of media:
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
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/>
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/>
=== CHAIRS
Kaja Fietkiewicz Heinrich Heine University Düsseldorf
kaja.fietkiewicz@hhu.de
Franziska Zimmer
Heinrich Heine University Düsseldorf
franziska.zimmer@hhu.de
Maria Törhönen
Tampere University
maria.torhonen@tuni.fi
Juho Hamari
Tampere University
juho.hamari@tuni.fi
See you in Hawaii!
====
Although nowadays live and on-demand streaming is an important
aspect of digital and social media, it is still not well studied
by system sciences and HCI research. We possess only limited
knowledge on this research area. What demographic characteristics
do users of streaming services exhibit? What is their information
behavior? Are there any violations of law? What are the
motivations of the streamers, the participants and the consumers?
What are the gratifications sought, and what are gratifications
obtained? Do gender-, age- or culture-specific differences in
motives, gratifications, and streamed contents exist? How do
(wannabe) influencers and micro-celebrities make use of live and
on-demand (e.g. YouTuber) streaming?
In this minitrack, we are looking for theoretical or empirical
papers investigating on-demand streaming services concerning video
streaming (e.g., Netflix, Hulu, Disney Plus, Amazon Prime), music
streaming (e.g., Apple Music, Spotify, SoundCloud), and education
(e.g., in academia Camtasia, Lecture2Go as well as general e.g.,
Udemy, or Udacity). Furthermore, we welcome research fostering our
understanding on the production and usage of and user
participation on general social live streaming services (e.g.,
Periscope, Ustream or YouNow), embedded systems in other services
(e.g., Instagram Live, niconico or Facebook Live) and e-sports
streaming services (e.g., Twitch). We anticipate submissions
including (but not limited to) the following topics:
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