Gamification Minitrack

During the last decade games have become an established vein of entertainment, and 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 a multitude of different platforms that cater for differing gaming needs for widening audiences and which use a wide variety of business models.

Perhaps the most prominent advancement stemming from these developments is “gamification” which generally refers to the increased convergence of games and everyday life. More particularly and practically, gamification commonly refers to the process of enhancing services and systems so that they increase enjoyable and intrinsically motivated use as well as support further behavioral change by employing elements characteristic of games - “Transforming Homo Economicus into Homo Ludens.”

The Gamification-minitrack was established to address this growing junction of interests of both scholars and practitioners where games, services and information systems meet and merge. 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 for this minitrack include (but not limited to):

  • Impact of games and gamification:
    • Individual impact (behavior, psychological states, well-being)
    • Organizational impacts
    • Business benefits
    • Societal impacts
  • Conceptual improvements
    • Definitions
    • Frameworks
    • Affordances/mechanics
  • Game business
    • Free-to-play
    • Virtual goods
    • Player retention
    • Game design as marketing
  • Motivations and players
    • Player typologies
    • Player motivations
    • What needs games satisfy
    • Demographic differences
    • Adoption and continued use
  • Technology and design
    • Mobile and web applications
    • Gamification in enterprise
    • Health applications
    • Education technology (serious)
    • Design philosophies
    • User modelling
    • (Action) Design research

Minitrack Co-Chairs:

Juho Hamari (Primary Contact)
University of Tampere, Finland

Petri Parvinen
Aalto University School of Science, Finland
Tel: +358 50 312 0905

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