HICSS CfP: Game Scholars and Hawaii in January! Games & Gaming (Social and Digital Media track) 57th Annual Hawaii International Conference on System Sciences (HICSS) January 3-6, 2024, at the Hilton Hawaiian Village Waikiki Beach Resort For the eighth straight year, the Games & Gaming minitrack at HICSS is seeking papers that examine the social aspects of digital gaming. We feature work related to digital games and sociality that covers a variety of methods: qualitative, quantitative, and mixed methods papers are welcome, ranging from interviews to big data analyses, detailed observations of games and associated social or streaming networks, as well as theoretical papers looking at digital gaming practices in general. Types of games studied may include mobile, social, free to play, AAA, MMOs, PC, console, multiplayer, and indie games. As part of the Digital and Social Media track, papers must contain a social dimension, examining, for example, sociability, social practices, communities (in-game, out-game, across multiple spaces or time), use of social affordances, or some other social dimension. Student authors are welcome! See here for HICSS author instructions and guidelines: http://hicss.hawaii.edu/authors/. There are several mini-tracks related to gaming, and we all coordinate. They include Gamification (in Decision Analytics and Service Science), Streaming Media in Entertainment (in Digital and Social Media), Esports (in Internet and the Digital Economy), Digitalization of Work (in Knowledge Innovation and Entrepreneurial Systems), Game-based Learning (in Knowledge Innovation and Entrepreneurial Systems), and the Metaverse (in Organizational Systems and Technology). DATES April 15: Submission site opens (see http://hicss.hawaii.edu/authors/) June 15, 11:59 pm HST: Papers due August 17: Decision notification September 22: Camera ready version due October 1: Deadline for at least one author to register for HICSS-56 January 3-6, 2024: Conference! G&G TOPICS Cooperative and competitive play Community management Fans and fan communities Player communities Network analysis of groups and communities in games Social practices (in-game, out-game, both) Toxicity online Multiplayer games Multigenerational play Intercultural play Streaming gameplay (e.g., Twitch, YouTube Live, etc.) Game curation via sites like Steam Social affordances of games Social issues in game development Game design for sociality LINKS HICSS: http://hicss.hawaii.edu/ Author Instructions: http://hicss.hawaii.edu/authors/ Digital and Social Media track: https://hicss.hawaii.edu/tracks-57/digital-and-social-media/ Papers from 2023: https://hdl.handle.net/10125/102510 Papers from 2022: https://scholarspace.manoa.hawaii.edu/handle/10125/79200 Papers from 2021: https://scholarspace.manoa.hawaii.edu/handle/10125/72169 CO-CHAIRS Nathaniel Poor (Primary Contact Co-Chair) Underwood Institute natpoor@gmail.com Steph Orme Key Lime Interactive orme.stephanie@gmail.com Andy Phelps American University & University of Canterbury andymphelps@gmail.com ------------------------------- Nathaniel Poor, Ph.D. (he/him/his) Underwood Institute http://www.underwood-institute.org/ http://github.com/natpoor http://natpoor.blogspot.com/ http://sites.google.com/site/natpoor/