CfP: Gamification 53rd HICSS 2020 conference

Link to full CFP:
https://www.tut.fi/Gamification/2019/02/26/hicss2020_cfp/

=== GAMIFICATION track
Part of the “Decision Analytics, Mobile Services, and Service Science” –
track 53rd annual Hawaii International Conference on System Sciences HICSS
January 7-10, 2020 | Grand Wailea, Maui

=== 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 7-10: Conference
  • - February 15, 2019 (date subject to change) (Optional) Submission deadline
  • for extended versions of selected papers for Internet Research or Electronic
  • Markets.

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
r) or Electronic Markets (Impact factor 3.818)
(http://www.electronicmarkets.org/home).

Moreover, the Gamification mini-track is part of the Gamification
Publication Track aimed at persistent development of gamification research:
http://gamifinconference.com/gamification-track/

=== TOPICS (but are 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, gamification in leadership
  • 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

They encourage a wide range of submissions from any disciplinary backgrounds:
empirical and conceptual research papers, case studies, and reviews.

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