Workshop Chair
Miralem Helmefalk, Linnaeus University, Sweden
Scope
Gamification being a multidisciplinary subject has matured during the last decade. However, the more we know, the more needs to be found out. In many cases, it has been employed as a complementary theory supporting other larger domains, such as in business administration, tourism, health, software development, learning and in many other domains. As gamification, as a theory, is gaining traction and growing so is the need for further research.
Topics
The gamification track accepts submissions including conceptual and empirical research papers covering a wide arrange of physical and digital contexts, regardless being in virtual/augmented reality contexts, e-commerce/health, retailing, MOOC’s, organization and leadership, critical perspectives, art, digital coaches and many more. A requirement is that the contribution should support the growth of gamification as a theory.
The track does not only accept gamification papers that are of a supportive nature, but other viewpoints are more than welcome.
Publication
All registered papers will be published by Springer and made available through SpringerLink Digital Library.
ArtsIT proceedings are indexed in leading indexing services, including Ei Compendex, ISI Web of Science, Scopus, CrossRef, Google Scholar, DBLP, as well as EAI’s own EU Digital Library (EUDL).
Submission
Papers should be from 6 to 9 long and submitted via the Confy submission system.
Deadlines
· Submission Deadline: 29 August 2019 [final]
· Notification Deadline: 27 September 2019
· Camera-ready Deadline: 10 October 2019