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GamiFIN 2026 : 10th International GamiFIN Conference | |||||||||||||||
Link: https://gamifinconference.com/call-for-papers-2026/ | |||||||||||||||
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Call For Papers | |||||||||||||||
GamiFIN 2026 conference welcomes paper submissions, posters, practical cases, work-in-progress notes, demos, and doctoral consortium applications, as well as extended abstracts for special theme workshops and seminars.
=== IMPORTANT DATES === – October 27th, 2025: Submission deadline for full papers, posters, demos, practical cases, work in progress, and doctoral consortium notes – December 15th, 2025: Decision notifications sent to authors – January 5th, 2026: Submission deadline for camera-ready for accepted full papers – January 5th, 2026: Submission deadline for second round of posters, demos, practical cases, work in progress, and doctoral consortium notes* – January 12th, 2026: Decision notification for the posters, demos, practical cases, work in progress, and doctoral consortium notes submitted after October 27th. – January 26th, 2026: Registration deadline for full paper presenters – March 9th, 2026: General registration deadline – including presenters of posters, demos, work in progress, extended abstracts, and doctoral consortium – March 23-27, 2026: Conference * This year we have decided to have two scheduled dates for non-full paper submissions/decisions for two reasons, 1) we wish to give the possibility for authors that have had their full paper submission rejected to submit in other form and, 2) attendees wishing to secure confirmation of acceptance of their poster, demo, practical case, work in progress, or doctoral consortium entry early to expedite travel planning. === 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, storyfication – 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 artifacts, playful and speculative design – Theories/concepts/methods: Contributions to science around gamification – Critical approach to gamification: 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 |
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