cfp - gamification 49th annual hawaii international conference on

CFP - GAMIFICATION
MOTIVATIONS, EFFECTS AND ANALYTICS
49TH ANNUAL HAWAII INTERNATIONAL CONFERENCE
ON SYSTEM SCIENCES (HICSS 2016)
IMPORTANT DATES:
June 15:
Submissions deadline
August 16:
Notification sent to authors
September 4:
Revision deadline
September 10:
Final acceptance notifications sent to authors
September 15:
Deadline for authors to submit the final
manuscript (camera ready)
within “Decision Analytics, Mobile Services,
and Service Science” - track
INFORMATION:
49th annual Hawaii International Conference
on System Sciences HICSS: January 5-8, 2016
@ Grand Hyatt, Kauai
Venue & Location
About the conference
Submission instructions
During the last decade games have become an established vein of entertainment, consumer culture,
and essentially, a common part of people’s daily lives [19]. In the United States alone 59% of the
population plays computer games while revenues of the computer games industry exceed US $15
billion (ESA, 2014). However, in addition to the increased penetration of games, also the ways in which
people play and employ games have become more varied. The long-tail is getting longer: there are
more different kinds of games available for multitude of different platforms that cater for differing
gaming needs [8,11,15,23,24] for widening audiences [1,2,3,12,13,14,16,19,21,22,23] and which use
a wide variety of business models [7,10]. Especially the free-to-play revenue model [5,17,20], which
enables developers to offer major parts of the game for free, has further fed into this development.
Perhaps the most prominent development related to games and information systems is
“GAMIFICATION” which generally refers to the increased convergence of games and everyday life.
More particularly gamification is also commonly related to the process of enhancing services/systems
so that they increase enjoyable and intrinsically motivated use as well as further behavioural change
by employing elements characteristic of games - “Transforming Homo Economicus into Homo Ludens”
[4,6,9,18,25].
As HICSS is addressing leading edge interdisciplinary developments, we encourage a wide range of
submissions: empirical and conceptual research papers, case studies, reviews as well as practitioner
reports related to gamification, games, information systems, commerce and users/players as well as
the area between them. Relevant topics include (not limited to):



Impact of games and gamification
o Individual impact
 Behaviour
 Psychological states
 Well-being
o Organizational impacts
o Business benefits
o Societal impacts
Conceptual improvements
o Definitions
o Frameworks
o Affordances / mechanics
Game business
o Free-to-play
o Virtual goods
o Player retention
o Game design as marketing


Motivations and players
o Player typologies
o Player motivations
o What needs games satisfy
o Demographic differences
o adoption and continued use
Technology and design
o Mobile and web applications
o Gamification in enterprise
systems and decision support
systems
o Health applications
o Education technology (serious
games)
o Design philosophies
o User modelling
o (Action) Design research
Accepted papers will be included in the Conference Proceedings published by the IEEE Computer
Society and maintained in the IEEE Digital Library. HiCSS publications account for the top 2%
downloads of all IEEE conferences, and have been consistently ranked as the most cited papers in
top journal publications.
TRACK CHAIRS
Juho Hamari (Primary Contact)
Game Research Lab / University of Tampere
Email: [email protected]
Petri Parvinen
Aalto University School of Science
Email: [email protected]
REFERENCES:
1. Greenberg, B. S., Sherry, J., Lachlan, K., Lucas, K. & Holmstrom, A., 2010. Orientations to
video games among gender and age groups. Simulation and Gaming, 41(2), 238-259.
2. Griffiths, M. D., Davies, M. N. O. & Chappell, D., 2003. Breaking the stereotype: The case of
online gaming. CyberPsychology and Behavior, 6(1), 81-91.
3. Griffiths, M. D., Davies, M. N. O. & Chappell, D., 2004. Demographic factors and playing
variables in online computer gaming. Cyberpsychology and Behavior, 7(4), 479-487.
4. Hamari, J., 2013. Transforming Homo Economicus into Homo Ludens: A Field Experiment on
Gamification in a Utilitarian Peer-To-Peer Trading Service. Electronic Commerce Research
and Applications, 12(4), 236-245.
5. Hamari, J., 2015. Why Do People Buy Virtual Goods? Attitude towards Virtual Good
Purchases versus Game Enjoyment. International Journal of Information Management, 35
(3), 299-308.
6. Hamari, J., Huotari, K. & Tolvanen, J., 2015. Gamification and Economics. In S. P. Walz & S.
Deterding (Eds.), The Gameful World: Approaches, Issues, Applications (pp. 139-161).
Cambridge, MA: MIT Press.
7. Hamari, J. & Järvinen, A., 2011. Building Customer Relationship through Game Mechanics in
Social Games. in M. Cruz-Cunha, V. Carvalho, and P. Tavares (Eds.) Business, Technological
and Social Dimensions of Computer Games: Multidisciplinary Developments Hershey, PA: IGI
Global, 348-365.
8. Hamari, J., Keronen, L. & Alha, K., 2015. Why Do People Play Games? A Review of Studies on
Adoption and Use. In proceedings of the 48th Annual Hawaii International Conference on
System Sciences, Hawaii, USA, January 5-8, 2015.
9. Hamari, J., Koivisto, J. & Sarsa, H., 2014. Does Gamification Work? – A Literature Review of
Empirical Studies on Gamification. In proceedings of the 47th Annual Hawaii International
Conference on System Sciences, Hawaii, USA, January 6-9, 2014.
10. Hamari, J. & Lehdonvirta, V., 2010. Game Design as Marketing: How Game Mechanics Create
Demand for Virtual Goods. International Journal of Business Science & Applied Management,
5(1), 14-29.
11. Hamari, J. & Tuunanen, J., 2014. Player types: A meta-synthesis. Transactions of the Digital
Games Research Association, 1(2), 29-53.
12. Hartmann, T. & Klimmt, C., 2006. Gender and computer games: Exploring females’ dislikes.
Journal of Computer-Mediated Communication, 11(4), 910-931.
13. Ijsselsteijn, W., Nap, H. H., de Kort, Y. & Poels, K., 2007. Digital game design for elderly users.
In Proceedings of the 2007 conference on Future Play, Toronto, Canada, November 15-17,
17-22.
14. Jansz, J., Avis, C. & Vosmeer, M., 2010. Playing The Sims2: An exploration of gender
differences in players’ motivations and patterns of play. New Media & Society, 12(2), 235251.
15. Kallio, K. P., Mäyrä, F. & Kaipainen, K., 2011. At Least Nine Ways to Play: Approaching Gamer
Mentalities. Games and Culture, 6(4), 327-353.
16. Koivisto, J. & Hamari, J., 2014. Demographic differences in perceived benefits from
gamification. Computers in Human Behavior, 35, 179-188.
17. Lin, H. & Sun, C. T., 2011. Cash trade in free-to-play online games. Games and Culture, 6(3),
270-287.
18. McGonigal, J., 2011. Reality is broken: Why games make us better and how they can change
the world. Penguin Press.
19. Mäyrä, F. & Ermi, L., 2014. Pelaajabarometri 2013. Mobiilipelaamisen Nousu. TRIM Research
Reports: 11, University of Tampere.
20. Paavilainen, J., Hamari, J., Stenros, J. & Kinnunen, J., 2013. Social Network Games: Players’
Perspectives. Simulation & Gaming, 44(6), 794-820.
21. Williams, D., Consalvo, M., Caplan, S. & Yee, N., 2009. Looking for gender: Gender roles and
behaviors among online gamers. Journal of Communication, 59(4), 700-725.
22. Williams, D., Yee, N. & Caplan, S. E., 2008. Who Plays, How Much, and Why? Debunking the
Stereotypical Gamer Profile. Journal of Computer‐Mediated Communication, 13(4), 9931018.
23. Yee, N., 2006. The demographics, motivations and derived experiences of users of massivelymultiuser online graphical environments. PRESENCE: Teleoperators and Virtual
Environments, 15, 309-329.
24. Yee, N., 2007. Motivations for play in online games. CyberPsychology and Behavior, 9(6),
772-775.
25. Walz, S. & Deterding, S., (Eds.)., 2015. The Gameful World: Approaches, Issues, Applications.
Cambridge, MA: MIT Press.