-------- 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
================================================= The 54th Hawaii International Conference on System Sciences January 5-8, 2021, Grand Hyatt Kauai, Hawaii. =================================================
=== 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 Törhönen, Juho Hamari
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