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Oğuz 'Oz' Buruk <[log in to unmask]>
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Oğuz 'Oz' Buruk <[log in to unmask]>
Sun, 1 Nov 2020 09:40:29 -0500
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GamiFIN 2021 conference welcomes 1) paper submissions, 2) posters, and 3) doctoral consortium applications.

NOTE: We will continue monitoring the global COVID-19 situation throughout the year, and if the situation in April will prevent arrival to Finland, remote presentation opportunities will be arranged.


November 15, 2020: Submissions deadline for full papers
January 10, 2021: Notifications of acceptance sent to authors of papers
January 17, 2021: Submissions deadline for posters and doctoral consortium
January 31, 2021: Deadline for camera-ready full papers
January 31, 2021: Notification of acceptance for posters and doctoral consortium
February 28, 2021: Registration deadline for all presenters
April 7-10, 2021: Conference

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, storification
-Governance: e.g., democracy, participation, law enforcement, e-justice, cyber forensics, urban planning, smart cities, surveillance
-Sustainability: planet, people, prosperity, peace
-Design: e.g., Design principles, design methods, designing gamification, gamification artefacts
-Theories/concepts/methods: Contributions to science around gamification
-Critical approaches to gamification: detrimental effects of gamification or metrification, aspects of poor quality of gamification and gamification research, extrinsic control, panopticon society, de-gamification


Full papers submitted to GamiFIN 2021 should be maximum 10 pages, including the list of references. All submissions will undergo a double-blinded peer-review process. Therefore the authors should remove any information that could give an indication of authorship.

In the online submission system you will be asked to list the most relevant themes of your paper as keywords.

Please submit your full paper submission in PDF-format! 

Full paper submissions must conform to the CEUR-WS two-column style: The Overleaf template can be found at, and the Word template at

At the conference, presenters of accepted academic papers will have approximately 15 minutes for the presentation including the discussion.

Accepted papers will be sent for consideration for publication in CEUR Workshop Proceedings in the GamiFIN Conference volume . is a free open-access publication service and recognized ISSN publication series, ISSN 1613-0073. (In the Finnish classification of publication forums, CEUR-WS-proceedings are classified as JUFO1).


The initial submission of  your poster is an extended abstract of your work,  maximum 3 pages long, including the list of references. The extended abstract submission will go through a double-blind review process. After the notification of acceptance, you will receive specific layout instructions for the visual poster that one of the authors will present at the conference. Ideally the final poster is a visually effective summary of your research, which highlights the context of a full academic paper (background,methods, results, data, discussion in brief).

Please submit your extended abstract in PDF-format!

Extended abstracts must conform to the CEUR-WS two-column style: The Overleaf template can be found at, and the Word template at

Initial poster submissions not following the provided template will be rejected.


Please submit the following documents in PDF-format:

-5 page summary of your doctoral research project including e.g.:
-The current status of your work
-The motivation that drives your dissertation research or what motivated you to begin
-Research objectives/goals/questions
-Key concepts or terminology that frames your research
-Theoretical framework(s) used in the research
-Hypothesis/thesis and/or problem statement
-Your research approach and methods
-Results to date
-Your CV, describing your academic activity and current stage of your doctoral research project

During the last decades, games have penetrated everyday life by becoming an established segment of the entertainment industry and of consumer culture, while becoming an integral part of people’s lives. The ways in which people relate to games are many, and go beyond playing, including emotional attachment, identification and great personal investment. There are various different types of games and gaming platforms available, mediated through different technologies that cater to the gaming needs of a widening audience through the use a wide variety of business models.

Following these developments, our reality and lives are increasingly game-like, not only because video games have become a pervasive part of our lives, but perhaps most prominently because activities, systems and services that are not traditionally perceived as game-like are increasingly gamified. Gamification refers to designing products, services and organizational practices to afford similar experiences to games, and consequently, to attempt to create value and affect people’s behaviour. In recent years, the popularity of gamification has skyrocketed and is manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. Healthcare, educational and organizational contexts have been especially prominent fields for gamification interventions and solutions. Gameful restructuring of activities has been perceived as a potentially effective way of increasing motivation and participation in such contexts. Research in the given contexts has seemed to support the idea that gamification can indeed be beneficial for increasing engagement and commitment in, for example, healthy habits and exercise, learning, and work.

Beyond intentional gamification, gamification also refers to the general ludic transformation of our reality, culture and everyday lives. For example, recently we have witnessed the popular emergence of augmented reality games and virtual reality technologies that enable a more seamless integration of games into our physical reality. The media ecosystem has also experienced a degree of ludic transformation, with user generated content becoming an important competitor for large media corporations. This transformation has led to the development of several emerging phenomena such as streaming and esports, that have penetrated the cultural membrane allowing games to seep into domains hitherto dominated by traditional media. Furthermore, current developments in smart home and smart office solutions, and the integration of sensor technology and connectivity to tangible everyday objects, and the development of the Internet of Things, are creating new avenues for creating playful and gamified experiences. Today, many toys also incorporate technology, extending the ways they can be used and interacted with. Connected, smart playthings and the Internet of Toys (IoToys) have widened both our understandings of play and what comprises contemporary, digital playgrounds, exemplifying the toyification of technology. At the same time, when shared on social media platforms, play with non-technological toys is becoming increasingly gamified.


5th Annual International GamiFIN conference, April 7 – 10, 2021, Levi, Lapland, Finland!

Welcome to the gathering of international gamification research community in the Finnish Lapland, Levi – the winter wonderland. Levi is a ski resort located in Finnish Lapland, above the Arctic Circle and features incredible northern scenery, nature and winter activities.

Accepted papers will be sent for consideration for publication in CEUR Workshop Proceedings in the GamiFIN Conference volume. is a free open-access publication service and recognized ISSN publication series, ISSN 1613-0073. (In the Finnish classification of publication forums, CEUR-WS-proceedings are classified as JUFO1).

If you have any questions related to the conference, please contact:

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