CFP | GamiFIN 2025 | EXTENDED DL 17th of Nov | 9th Annual International Conference on Gamification | Ylläs, Lapland, Finland
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9th Annual International GamiFIN Conference 2025
1-4 April - Ylläs, Lapland, Finland.
https://gamifinconference.com/call-for-papers-2025/
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GamiFIN will again be held in the snowy and magical Lapland of Finland!
Conference website: http://gamifinconference.com/
GamiFIN 2025 conference welcomes paper submissions, posters, practical cases, work-in-progress notes, demos, and doctoral consortium applications as well as extended abstracts in relation to the special themes of the conference.
Accepted papers will be published by CEUR and indexed as full peer-reviewed academic publications across all of the biggest academic repositories. CEUR-WS.org is a free open-access publication service and recognized ISSN publication series, ISSN 1613-0073.
=== IMPORTANT DATES ===
- November 17th, 2024 (AoE) (extended): Deadline for paper submissions
- December 23rd, 2024: Notifications of acceptance/rejection sent to authors
- January 12th, 2025: Submission deadline for posters, work in progress, demos, doctoral consortium notes, and practical cases
- January 12th, 2025: Deadline for camera-ready submission for accepted papers
- January 19th, 2025: Notification of acceptance for posters, work in progress, demos, doctoral consortium, and practical cases
- February 23rd, 2025: Extended abstract/note submission deadline for non-registered members
- February 23rd, 2025: Registration deadline for all presenters
- April 1-4, 2025: Conference
=== THEMES ===
Gamification is a multi-faceted phenomenon that affects many domains of human life. Therefore, we welcome submissions related to this ludic transformation of reality under several domains and related (but not limited) to the following keywords:
- Users: e.g., Engagement, experience, user types
- Education: e.g., Gamification in education, serious games, game-based learning, games & math
- Media: e.g., Esports, streaming, social media and gamification, gamification in journalism & media
- Commerce: e.g., Business models, free-to-play, gambling, gamification in marketing/advergaming
- Work: e.g., Organizational gamification, gameful work, gamification in leadership, playbour
- Technology: e.g., Virtual reality, augmented reality, internet of things, wearables, AI, machine learning, privacy, security
- Toys & play: e.g., Toy play, toy design/creation, toys in education, internet of toys, toyfication, roleplay
- Health: e.g., Quantified self, games & gamification for health, COVID-19, mental health
- Culture: e.g., Ludification, history of games and gamification, gamification in society, social structures, storyfication
- Environment/Climate: Bioeconomy, climate-change engagement, circularity, human/forest interactions
- Governance: e.g., democracy, participation, law enforcement, e-justice, cyber forensics, urban planning, smart and playable cities, surveillance
- Design: e.g., Design principles, design methods, designing gamification, gamification artifacts, playful and speculative design
- Theories/concepts/methods: Contributions to science around gamification
- Critical approach to gamification: detrimental effects of gamification or metrification, aspects of poor quality of gamification and gamification research, extrinsic control, panopticon society, de-gamification
- Esports & exergaming: e.g., players/users, health, law, coaching, governance, business models and sponsorship, cultural expression, platforms
=== SPECIAL THEMES ===
In addition to the normal program with a variety of submission formats (below), GamiFIN 2025 features a collection of workshops and seminars on SPECIAL THEMES. Hosted by topic experts and featuring lively discussions, hands-on activities, these workshops offer the chance to find new perspectives for your ongoing research or learn about different topics that you may not have heard before. Besides the typical submission formats, the special theme sessions welcome low-threshold extended abstracts and notes to be submitted as discussion pieces.
Theme 1 - Gameful and playful approaches to shaping a more inclusive society
Theme 2 - Gameful (trans)human futures
Theme 3 - GamiFOREST: The Greater Digital Forest Ecosystem
Theme 4 - Measuring and modeling engagement in gamified and game-based learning
Please read about the submission guidelines on the conference website: https://gamifinconference.com/call-for-papers-2025/
=== PROCEEDINGS, PUBLICATIONS & PRESENTATIONS ===
Authors of accepted papers have the option to fast-track extended versions to journals such as Electronic Markets (papers that approach the topic from the perspective of the digital economy ), Internet Research (papers that approach the topic from the perspective of Internet - related work), or AIS Transactions on Human-Computer Interaction (papers that approach the topic from the perspective of human-computer interaction).
=== CONTACT ===
info@gamifinconference.com
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Nannan Xi
Tampere U.
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