CALL FOR PAPERS: Game-based learning minitrack in the Hawaii International Conference on System Sciences (HICSS’ 2026)

Game-Based Learning (GBL) is an evolving field that integrates game elements, mechanics, and principles into education and training to enhance students’ experience and learning outcomes. As digital learning landscapes rapidly expand, GBL continues to evolve, incorporating cutting-edge technologies such as artificial intelligence (AI), extended reality (XR), and adaptive learning systems. This minitrack explores the latest advancements in GBL and its intersections with emerging fields, fostering discussions on the future of learning through play, interactivity, and immersive experiences.

This minitrack invites interdisciplinary contributions that explore empirical research, theoretical advancements, design methodologies, and applications of GBL in diverse contexts. We encourage submissions addressing both foundational and forward-thinking aspects of GBL, including but not limited to:

  • Artificial Intelligence & Learning Analytics: AI-driven adaptive learning in GBL, predictive analytics, dynamic game-mechanics adjustments based on learner data, and ethical considerations in AI-driven game-based learning.
  • Computational & Technological Developments: Procedural content generation, AI-powered NPCs for dynamic learning interactions, multi-agent simulations, blockchain applications in GBL, and cloud-based GBL platforms.
  • Cultural & Social Dimensions: Socio-cultural perspectives on GBL, inclusive design, accessibility, diversity in game narratives, gamification of social learning, and ethical concerns in game-based educational interventions.
  • Ethical & Societal Implications: Addressing privacy, bias, fairness, and the responsible use of gamification and game-based approaches in education and training.
  • Health & Wellbeing: GBL for mental health, physical rehabilitation, behavior change interventions, mindfulness training, and exergaming applications.
  • Human Factors & Learner Experience: Studies on user engagement, motivation, cognitive load, player typologies, adaptive learning pathways, and personalized learning experiences in GBL.
  • Immersive & Emerging Technologies: Applications of XR (VR/AR/MR), the metaverse, spatial computing, and haptic technologies in GBL; implications of generative AI in content creation and adaptive learning.
  • Pedagogical Innovation: Integration of GBL with instructional strategies, intelligent tutoring systems, competency-based education, and immersive storytelling for deeper learning.

This minitrack welcomes diverse research methodologies, including experimental studies, longitudinal research, mixed-methods approaches, case studies, design-based research, and systematic literature reviews. We seek to push the boundaries of GBL and explore how emerging technologies, interdisciplinary frameworks, and novel pedagogical models can shape the future of learning through games.

The Game-Based Learning minitrack is part of the Gamification Publication Track aimed at persistent development of gamification research. Authors of accepted papers have the option to fast-track extended versions of their HICSS papers to Smart Learning Environments.

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IMPORTANT DATES:

June 15, 2025 | 11:59 pm HST: Paper Submission Deadline 

August 17, 2025 | 11:59 pm HST: Notification of Acceptance/Rejection 

September 22, 2025|11:59 pm HST: Deadline for Authors to Submit Final Manuscript for Publication 

October 1, 2025 | 11:59 pm HST: Conference registration deadline for at least one author of each paper 

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Minitrack Co-Chairs:

Wilk Oliveira (Primary Contact)
Tampere University
wilk.oliveira@tuni.fi

Samuli Laato
University of Turku
samuli.laato@utu.fi

Juho Hamari
Tampere University
juho.hamari@tuni.fi

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