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Lennart Nacke <[log in to unmask]>
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Date:
Tue, 2 Apr 2013 21:55:29 -0400
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*****************************************************************************
*
*    CALL FOR PARTICIPATION: GAMIFICATION 2013
*    Submission deadline: Friday, June 21, 2013
*
*    GAMIFICATION 2013
*    Gameful Design, Research, and Applications
*    https://uwaterloo.ca/gamification
*    Twitter: #gameit2013
*
*    University of Waterloo Stratford Campus, Stratford, Ontario, Canada
*    October 2-4, 2013
*
*****************************************************************************

Gamification 2013: Gameful Design, Research, and Applications is a new
international and interdisciplinary conference with a focus on
researchers and professionals in gamification. Gamification uses game
design to make a system that primarily supports non-game tasks more
fun, engaging, and motivating. We invite a wide variety of research
and applications to be submitted for presentation and showcasing at
the conference.

The goal of the conference is to demonstrate current high quality
research in gamification and encourage discussion of this research as
a foundation of the future of gamification. To this end, the
conference will feature streams that blend academic research and
experimental applications with industry and non-profit examples,
results and procedures.

We seek to understand the research necessary for increasingly
effective implementation of gamification in business, health,
education and entertainment. We welcome presentations of research
projects, gamification successes and failures, unanswered questions
about gamification, gamification metrics and processes, methods of
gamification commercialization and more.

For more information visit the conference website:

https://uwaterloo.ca/gamification/


IMPORTANT DATES

May 1, 2013 - Submission system opens
June 21 - Deadline for full papers, short papers, Gamification Student
Design Competition and industry/non-academic presentations
August 1 - Accept/Reject decision of the committee
August 8 - Poster, Demo Submission Deadline
August 30 - Camera-ready submission, Decision on Posters and Demos
October 2-4 - Gamification 2013 Conference in Stratford, ON


SUBMISSIONS

Gamification 2013 is open for research paper submissions and industry
submissions. Please note that we only accept professionals affiliated
with a company or freelancers not working in academia to submit to the
industry track. Researchers or people working mainly in academia
should submit to the research track. We are looking for gamification
researchers and professionals from - but not limited to - the
following backgrounds:

-       Game Design
-       Human-Computer Interaction
-       Psychology
-       Computer Science and Informatics
-       Game Studies
-       Education
-       User Experience and Interaction Design
-       Social Sciences and Humanities (e.g., digital humanities,
communication research, sociology)

RESEARCH PAPER SUBMISSION TYPES

We encourage the following research paper submission types (please use
the ACM SIGCHI proceedings template for all academic submissions):

- Full Research Papers (8 pages in ACM SIGCHI format, 20 minute presentation)

Full Research papers published at Gamification 2013 are archival
publications (Accepted submissions will be included in the conference
proceedings published by ACM in cooperation with SIGCHI and included
in the ACM Digital Library). Full research papers should describe your
original research contributions. Papers must report new research
results that represent a contribution to gamification research. They
must provide sufficient details and support for the presented results
and conclusions. They must cite relevant published research or
experience, highlight novel aspects of the submission, and identify
the most significant contributions to the gamification community. We
evaluate papers based on originality, significance, quality of
research, quality of writing, and contribution to conference program
diversity. They are a significant research contribution including the
areas involved in gamification. All submissions should be formatted
according to the ACM SIGCHI word template. The papers must not be
longer than 8 pages (including your references). Your papers
 will be subject to blind peer reviewing and all identifying
information about authors needs to be removed from the submitted
manuscripts. Citations to your own work must not be anonymous, but
should be described in a way that does not reveal you as the author of
the cited work. Full research papers must be submitted using the
Precision Conference system for Gamification 2013. You may submit a
video figure to support your paper.

We are pleased that revised and expanded versions of the accepted
academic full papers will also be invited into a Special Issue titled
Gamification in the HCI journal: Computers in Human Behavior (5-Year
Impact Factor: 2.476).

- Works-in-Progress Short Papers (4 pages in ACM SIGCHI format, 10 min
short paper talk) or Posters (2 pages in ACM SIGCHI format, poster
presentation at the conference)
Posters and Short Papers provide a unique opportunity for breaking
results and late in-progress work to be presented to the gamification
community. Submissions should be in the form of a 4-page ACM SIGCHI
paper. Accepted submissions will be presented as a poster at the
conference. Short papers will be peer-reviewed and archived in the
proceedings. Poster papers will be juried and archived separately.

- Gamification Student Design Competition (2 pages describing the
gamified content or service in ACM SIGCHI format)
The Gamification Student Design Competition will provide a unique
opportunity for students to showcase their gamification systems and
designs. Students will need to submit a link to a short video trailer
and explanation of the gamified system on YouTube or Vimeo. A 2-page
description of the system and approach in ACM SIGCHI format is also
necessary as well as proof of student status. A gamification jury
panel will judge the submissions and invite the best submissions for
presentation at the conference, where a panel of experts will make the
final decision on which gamified system wins the competition.

- Demos (2 pages in ACM SIGCHI format, working demo at the conference)
The interactive gamification demo event will showcase the latest
gamification tools, techniques, and systems created by academic or
industrial research groups. You will be provided with space and time
at the conference to showcase your demos to the conference audience.

INDUSTRY AND NON-ACADEMIC SUBMISSION TYPES
If you are a presenter from a company or other non-academic
organization or a professional freelancer, you must submit your full
deck of slides and all other presentation materials for the conference
(videos, etc.). Unlike research papers, these will not be blindly
peer-reviewed, so the materials may include, for example, all
applicable names, brands, but we strongly discourage evangelistic
presentations. A central goal of the conference is to engage academics
and non-academics in open discussion of gamification practices and
examples, and especially to map current and future practices to
current and future research, and to this end we strongly encourage the
presentation of examples for the purpose of precisely such discussion.
We also actively seek presentations on examples and methods of
gamification commercialization.

We encourage the following submission types:
- Panel (40 minutes)
Panels encourage debate among panelist with often different viewpoints
on a particular topic. A panel session combines these viewpoints with
the help of a moderator. We prefer you submitting an overview of the
topic you would like to touch on and the nomination of a moderator.
The panel should not feature more than 5 people on it (including the
moderator). All panelists and the moderator must be confirmed before
your submission. There is a very limited number of panel slots.

- Conference Presentation (20 minutes)
This is a standard industry conference presentation preferably with
one speaker only. We would like to see case studies of gamification
and best practices from industry here.

- Roundtable (40 minutes)
Roundtables are small discussion groups facilitated by several
moderators. These are limited to 30-40 attendees in a room. Moderators
will need to have a list of topics prepared and help propel the
discussion in the group forward. Roundtables are meant to inspire and
encourage the exchange of ideas. Audience participation is key, so
discussing topics that are likely to evoke different viewpoints is
going to be best for this format.

- Demos
The interactive gamification demo event will showcase the latest
gamification tools, techniques, and systems your company has
developed. You will be provided with space and time at the conference
to showcase your demos to the conference audience. We will need an
interesting video of your demo for evaluation.

- Workshops (variable)
Please contact us individually if you would like to run an industry
workshop for the conference.


REVIEW PROCESS: FULL RESEARCH PAPERS
We selected a program committee of experts in human-computer
interaction and game research to lead the scientific review process.
Once your paper is submitted as a blind manuscript in the correct ACM
SIGCHI format, our program committee will assign at least 3 peer
reviewers to each submission and ensure to receive high quality
reviews back from them. The PC members will then weigh in with their
own opinion about the paper and summarize the individual reviews,
essentially meta-reviewing the paper and putting forward a suggestion
of accept or reject to the conference chairs. The conference chairs
will then deliberate in close communication with the committee members
about the acceptance of papers. Papers eventually get a recommendation
on including certain changes before camera-ready submission and
acceptance might be tentative until those changes are included. Once
accepted, paper authors are required to register and present their
paper at the conference.

REVIEW PROCESS: INDUSTRY AND NON-PROFIT SUBMISSIONS
A team of six representatives from non-academic organizations will
review all submissions from companies and non-profits. While the
showcasing of successful implementations of gamification is certainly
a goal, the committee will also look specifically for presentations
that raise questions about gamification, that encourage discussion and
critique, or that address research needs.

CONFERENCE COMMITTEES

Conference Chairs

Lennart Nacke, University of Ontario Institute of Technology
Kevin Harrigan, University of Waterloo
Neil Randall, University of Waterloo

Associate Research Committee

Sebastian Deterding, University of Hamburg
Elizabeth Lawley, Rochester Institute of Technology
Dan Dixon, University of the West of England
Staffan Björk, University of Gothenburg
Georgios Christou, European University Cyprus
Jon Froehlich, University of Maryland, College Park
Zach Toups, Texas A&M University
Bart Simon, Concordia University
Florian 'Floyd' Mueller, Royal Melbourne Institute of Technology
Steffen Walz, Royal Melbourne Institute of Technology
Peta Wyeth, Queensland University of Technology
Daniel Johnson, Queensland University of Technology
Kevin Stanley, University of Saskatchewan
Bill Kapralos, University of Ontario Institute of Technology
Audrey Girouard, Carleton University

Associate Industry Committee

Michael Ferguson, Ayogo Games
Paul Prescod, Ayogo Games
Rose Kocher, Director, Research Program Management, Desire2Learn Inc.
Carol Leaman, CEO Axonify
Erica Webb, Oracle

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