Dear all, On behalf of the Gamification Group <http://gamification.gg/>, We are excited to announce that GamiFIN Conference 2022 is now welcoming papers, posters and doctoral consortium submissions related to themes such as Gamification, VR and Esports. The full CFP is in the following. We are looking forward to your submissions! ================================================= 6th Annual International GamiFIN Conference 2022 (hybrid event) GamiFIN 2022, April 26–29, 2022, Tampere, Finland. ================================================= DEADLINE for full papers December 6, 2021. Deadline for posters and doctoral consortium submissions February 21, 2022. Conference website: http://gamifinconference.com Full CFP: https://gamifinconference.com/cfp2022 === IMPORTANT DATES - December 6, 2021: Submissions deadline for full papers (extended) - January 31, 2022: Notifications of acceptance sent to authors of papers - February 21, 2022: Submissions deadline for posters and doctoral consortium - February 21, 2022: Deadline for camera-ready full papers - February 28, 2022: Notification of acceptance for posters and doctoral consortium - March 14, 2022: Registration deadline for all presenters - April 26–29, 2022: Conference === THEMES 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 - Environment/Climate: Bioeconomy, climate-change engagement, circularity, human/forest interactions - Governance: e.g., democracy, participation, law enforcement, e-justice, cyber forensics, urban planning, smart and playable cities, surveillance - Design: e.g., Design principles, design methods, designing gamification, gamification artefacts, playful and speculative design - Theories/concepts/methods: Contributions to science around gamification - Critical approach to gamification: e.g., detrimental effects of gamification or metrification, aspects of poor quality of gamification and gamification research, extrinsic control, panopticon society, de-gamification - Esports & exergaming: e.g., players/users, health, law, coaching, governance, business models and sponsorship, cultural expression, platforms === CONTACT Email: info@gamifinconference.com Website: http://gamifinconference.com