Gamification Group opens 1-3 positions on academic career stages of doctoral students and/or postdoctoral researchers at University of Turku, Tampere University of Technology and University of Tampere. http://gamification.group
Post written by Joseph Macey
In the last few days and weeks the relationship between digital games and gambling has become a topic of interest to mainstream society with both national media and politicians debating the topic 4, 30. This is the latest aspect that has seen increased attention placed on the role of gambling, and gambling companies, in contemporary society 46, 13, 11. The international journal Computers in Human Behavior has just accepted one of the first academic articles specifically addressing gambling connected to video games: “Investigating Relationships Between Video Gaming, Spectating Esports, and Gambling”, by Joseph Macey and Juho Hamari. The timing could not be more relevant and the growth of media interest in this area has inspired the following discussion.
In recent decades we have seen a general trend toward liberalisation of gambling practices internationally 29, 15, 35, 28. Against this background active participation in gambling has been growing, as have rates of at-risk and problem gamblers in both adolescent and adult populations 8. Gambling is big business, and big news.
- January 31: Submissions deadline
- March 15: Notifications of acceptance sent to authors
- April 20: Registration deadline for paper authors
- April 30: Deadline for camera ready
- May 21-23, 2018: Conference
Gamification is a multi-faceted development that affects multiple domains of human life. Therefore, we welcome submission related to this ludic transformation of our reality under several domains and related to (but not limited to) e.g. the following keywords:
- Users: e.g. Engagement, experience, user types
- Education: e.g. Serious games, game-based learning, games & math
- Media: e.g. eSports, streaming
- Commerce: e.g. Business models, free-to-play, gambling, gamification as marketing
- Work: e.g. Organizational gamification, gameful work, gamification in leadership
- Technology: e.g. Virtual Reality, augmented reality, Internet of Things
- Toys & play: e.g. Toy play, toy design/creation, toys in education, Internet of Toys
- Health: e.g. Quantified self, games for health, health benefits
- Culture: e.g. Ludification, history of games and gamification
- Theories/concepts/methods: Contributions to science around gamification
Seamless cooperation between individuals is essentially a crucial aspect of any successful endeavor. A host of literature has been published both in the academic realm as well in more popular venues about how cooperation could be cultivated. However, true cooperation often forms organically without external enforcement. Continue reading
In recent years, games have increasingly received attention as a source of inspiration for areas outside of games and play itself. After a successful workshop at CHI 2016 we are preparing an edited book in the Springer Human-Computer Interaction Series explicitly aiming to reveal bridging concepts and presenting methods for introducing the application of game elements and game design principles to research in the field of HCI. Continue reading
The Tampere University of Technology Gamification Group is looking for 1-3 researchers on gamification, AR/VR/MR, or eSports. Depending on the background of the selected candidate(s), the position can be either Postdoctoral Researcher, Doctoral Student or Project Researcher. Work is mainly composed of research-related activities including conducting empirical research, writing articles, acquiring (or assisting in acquiring) further funding and co-organizing seminars and other events related to research projects and the candidate’s research topic. However, the job description also includes a smaller portion of teaching-related activities, especially establishing a course related to gamification, VR/AR/MR and related topics and teaching on the course. Moreover, depending on the research project, the candidate is expected to interact with the society and industry. The position is strongly research-focused on all levels.