{"id":2966,"date":"2021-03-11T17:04:39","date_gmt":"2021-03-11T15:04:39","guid":{"rendered":"https:\/\/webpages.tuni.fi\/gamification\/?p=2966"},"modified":"2021-03-16T16:22:52","modified_gmt":"2021-03-16T14:22:52","slug":"gg-hicss-2022-gamification","status":"publish","type":"post","link":"https:\/\/webpages.tuni.fi\/gamification\/2021\/03\/11\/gg-hicss-2022-gamification\/","title":{"rendered":"Call for Papers: Gamification at the 55th Hawaii International Conference on System Sciences"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"aligncenter\" src=\"https:\/\/hicss.hawaii.edu\/wp-content\/uploads\/2021\/01\/hicss55-logo.png\" width=\"348\" height=\"81\" \/><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\"><strong>Gamification<\/strong> refers to a \u201cprocess 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 behaviors or cognitive processes.<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\">This minitrack encourages a wide range of submissions from any disciplinary backgrounds: empirical and conceptual research papers, case studies, and reviews. Relevant topics for this minitrack include, but not limited to:<\/span><\/p>\n<p>&nbsp;<\/p>\n<ul>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Users: e.g. Engagement, experience, motivations, user\/player types<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Education: e.g. Serious games, game-based learning, simulation games<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Media: e.g. eSports, streaming<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Commerce: e.g. Game business models, free-to-play, gamification as marketing, adoption<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Work: e.g. Organizational gamification, gameful work, games-with-a-purpose, playbour<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Technology: e.g. VR, AR, MR, gameful wearables and IoT<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Toys &amp; playfulness<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Health: e.g. Quantified-self, games for health, health benefits<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Cities: e.g. smart cities, urban gamification, playable cities, community engagement, governance<\/span><\/li>\n<li style=\"font-weight: 400;\" aria-level=\"1\"><span style=\"font-weight: 400;\">Theories\/concepts\/methods: Contributions to science around gamification<\/span><\/li>\n<\/ul>\n<p>&nbsp;<\/p>\n<p style=\"text-align: center;\"><strong>Authors of accepted papers have the option to fast-track extended versions of their HICSS papers either to:<\/strong><\/p>\n<p style=\"text-align: center;\"><span style=\"font-weight: 400;\"><a href=\"https:\/\/www.springer.com\/journal\/12525\">Electronic Markets<\/a>\u00a0(papers that approach the topic of the minitrack from the perspective of the digital economy)<\/span><\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/www.emerald.com\/insight\/publication\/issn\/1066-2243\">Internet Research<\/a>\u00a0(papers that approach the topic of the minitrack from the perspective of the internet), or<\/p>\n<p style=\"text-align: center;\"><a href=\"https:\/\/aisel.aisnet.org\/thci\/\">AIS Transactions on Human-Computer Interaction<\/a>\u00a0(papers that approach the topic of the minitrack from the perspective of human-computer interaction)<\/p>\n<p>&nbsp;<\/p>\n<p><b>Guide for authors<\/b><\/p>\n<p><span style=\"font-weight: 400;\">The submission deadline is <\/span><b>June 15<\/b><b>th<\/b><b>, 2021<\/b><span style=\"font-weight: 400;\">.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">All papers must be submitted to a minitrack with a suitable thematic focus with your submission, and the submission cannot be submitted to more than one minitrack. The submissions must contain original material. They may not be previously published, nor currently submitted elsewhere.\u00a0<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Submissions will undergo a double-blind review and further information about the format requirements, the submission system can be found at:<\/span> <a href=\"https:\/\/hicss.hawaii.edu\/authors\/\"><span style=\"font-weight: 400;\">https:\/\/hicss.hawaii.edu\/authors\/<\/span><\/a><span style=\"font-weight: 400;\">.<\/span><\/p>\n<p>&nbsp;<\/p>\n<p><b>Important Dates:\u00a0<\/b><\/p>\n<p><strong>April 15, 2021: \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 <\/strong>Paper submission begins<\/p>\n<p><strong>June 15, 2021:\u00a0 \u00a0 \u00a0 \u00a0 \u00a0 \u00a0 <\/strong>Paper submission deadline (11:59 P.M. HST)<\/p>\n<p><strong>August 17,2021:\u00a0 \u00a0 \u00a0 \u00a0 <\/strong>Notification of acceptance\/rejection<\/p>\n<p><strong>September 22, 2021:\u00a0 <\/strong>Deadline for authors to submit final manuscript for publication<\/p>\n<p><strong>October 1, 2021:\u00a0 \u00a0 \u00a0 \u00a0 <\/strong>Deadline for at least one author for each paper to register for the conference<\/p>\n<p>&nbsp;<\/p>\n<p><span style=\"font-weight: 400;\">If you have any further questions do not hesitate to contact the Minitrack Chairs:<\/span><\/p>\n<p><b>Juho Hamari<\/b><span style=\"font-weight: 400;\"> | Tampere University | juho.hamari@tuni.fi<\/span><\/p>\n<p><b>Nikoletta-Zampeta Legaki<\/b><span style=\"font-weight: 400;\">\u00a0 | Tampere University\u00a0 | zampeta.legaki@tuni.fi<\/span><\/p>\n<p><b>Nannan Xi<\/b><span style=\"font-weight: 400;\">\u00a0 |\u00a0 Tampere University\u00a0 | nannan.xi@tuni.fi<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>&nbsp; Gamification refers to a \u201cprocess 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&#8230;<\/p>\n","protected":false},"author":14,"featured_media":3009,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5,9,12],"tags":[],"_links":{"self":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/2966"}],"collection":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/users\/14"}],"replies":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/comments?post=2966"}],"version-history":[{"count":0,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/posts\/2966\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media\/3009"}],"wp:attachment":[{"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/media?parent=2966"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/categories?post=2966"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/webpages.tuni.fi\/gamification\/wp-json\/wp\/v2\/tags?post=2966"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}