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GamiFIN 2025 : 9th International GamiFIN Conference


When Apr 1, 2025 - Apr 4, 2025
Where Ylläs, Finland
Submission Deadline Nov 3, 2024
Notification Due Dec 23, 2024
Final Version Due Jan 12, 2025
Categories    gamification   playful hci   metaverse   games

Call For Papers

GamiFIN will again be held in snowy and magical northern Finland!

GamiFIN 2025 conference welcomes paper submissions, posters, practical cases, work-in-progress notes, demos, and doctoral consortium applications.

Accepted papers will be published by CEUR and indexed as full peer-reviewed academic publications. is a free open-access publication service and recognized ISSN publication series, ISSN 1613-0073.

Previous GamiFIN proceedings are available at
Important dates:

November 3rd, 2024: Papers’ submission deadline
December 23rd, 2024: Notifications of acceptance/rejection sent to authors
January 12th, 2025: Submission deadline for posters, work in progress, demos, doctoral consortium notes, and practical cases
January 12th, 2025: Deadline for camera-ready submission for accepted papers
January 19th, 2025: Notification of acceptance for posters, work in progress, demos, doctoral consortium, and practical cases
February 23, 2025: Registration deadline for all presenters
April 1-4, 2025: 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
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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