Gamification 2013 Conference CFP and Registration

Gamification 2013 Logo
Registration for the Gamification 2013 conference opens today, June 6. People interested in presenting can submit their papers for participation (see full CfP below), including research projects, gamification successes and failures, unanswered question about gamification, gamification metrics and processes, and methods of gamification commercialization. Presentations at Gamification 2013 consist of research papers and industry submissions. Submissions can be made in PCS here. Gamification 2013, in cooperation with the Special Interest Group on Computer-Human Interation (SIGCHI) of the Association for Computing Machinery (ACM) will be hosted by the University of Waterloo Stratford Campus on October 2-4, 2013. It is supported by academic and industry partners including, University of Ontario Institute of Technology, the Association for Computing Machinery, the Games Institute, GAMER Lab, GRAND and IMMERSe. Please visit the Gamification 2013 website for more details.

Call for Participation

Gamification 2013: Gameful Design, Research, and Applications is a new international and interdisciplinary conference with a focus on researchers and professionals in gamification. Gamification uses game design to make a system that primarily supports non-game tasks more fun, engaging, and motivating. We invite a wide variety of research and applications to be submitted for presentation and showcasing at the conference.

The goal of the conference is to demonstrate current high quality research in gamification and encourage discussion of this research as a foundation of the future of gamification. To this end, the conference will feature streams that blend academic research and experimental applications with industry and non-profit examples, results and procedures.

We seek to understand the research necessary for increasingly effective implementation of gamification in business, health, education, and entertainment. We welcome presentations of research projects, gamification successes and failures, unanswered questions about gamification, gamification metrics and processes, methods of gamification commercialization, and more.

IMPORTANT DATES

May 6 – Submission system opens
June 6 – Registration opens
June 21 July 1, 11:59pm (EDT, UTC-4) – (Extended) Deadline for academic full papers (Select “Submit to Gamification 2013 Academic Full Paper Submissions” in PCS)
August 8, 11:59pm (EDT, UTC-4) (Extended) Deadline for posters, demos, short papers, Gamification Student Design Competition (Select “Submit to Gamification 2013 Short Paper, Poster, Demo, or Student Design Competition Submissions” in PCS)
August 8, 11:59pm (EDT, UTC-4) (Extended) Deadline for industry/non-academic presentations (Select “Submit to Gamification 2013 Industry and Non-Academic Submissions” in PCS)
August 1 – Accept/Reject decision of the committee
August 1 – Poster, Demo Submission Deadline
August 30 – Camera-ready submission
October 2-4 – Gamification 2013 Conference in Stratford, ON
Fall 2013 – Submissions of revised and extended full papers to Computers in Human Behaviour Special Issue on Gamification
Spring/Summer 2014 – Publication of Computers in Human Behaviour Special Issue on Gamification

SUBMISSIONS

Gamification 2013 is open for research paper submissions and industry submissions. Please note that we only allow professionals affiliated with a company to submit to the industry track. Researchers should submit to the research track. We are looking for gamification researchers and professionals from but not limited to the following backgrounds:

  • Game Design
  • Human-Computer Interaction
  • Psychology
  • Computer Science
  • Game Studies
  • Education
  • User Experience and Interaction Design
  • Communication Science
  • Social Sciences and Humanities

Research Paper Submission Types

We encourage the following research paper submission types:

Full Research Papers (8 pages in ACM SIGCHI format, 20 minute presentation)

Full Research papers published at Gamification 2013 are archival publications (and will be available in the conference proceedings in the ACM DL). Full research papers should describe your original research contributions. Papers must report new research results that represent a contribution to gamification research. They must provide sufficient details and support for the presented results and conclusions. They must cite relevant published research or experience, highlight novel aspects of the submission, and identify the most significant contributions to the gamification community. We evaluate papers based on originality, significance, quality of research, quality of writing, and contribution to conference program diversity. They are a significant research contribution including the areas involved in gamification. All submissions should be formatted according to the ACM SIGCHI word template. The papers must not be longer than 8 pages (including your references). Your papers will be subject to blind peer reviewing and all identifying information about authors needs to be removed from the submitted manuscripts. Citations to your own work must not be anonymous, but should be described in a way that does not reveal you as the author of the cited work. Full research papers must be submitted using the Precision Conference system for Gamification 2013. You may submit a video figure to support your paper.

Works-in-Progress Short Papers (4 pages in ACM SIGCHI format, 10 min short paper talk) or Posters (2 pages in ACM SIGCHI format, poster presentation at the conference)

Posters and Short Papers provide a unique opportunity for breaking results and late in-progress work to be presented to the gamification community. Submissions should be in the form of a 4-page ACM SIGCHI paper. Accepted submissions will be presented as a poster at the conference. Short papers will be peer-reviewed and archived in the proceedings. Poster papers will be juried and archived separately.

Gamification Student Design Competition (2 pages describing the gamified content or service in ACM SIGCHI format)

The Gamification Student Design Competition will provide a unique opportunity for students to showcase their gamification systems and designs. Students will need to submit a link to a short video trailer and explanation of the gamified system on YouTube or Vimeo. A 2-page description of the system and approach in ACM SIGCHI format is also necessary as well as proof of student status. A gamification jury panel will judge the submissions and invite the best submissions for presentation at the conference, where a panel of experts will make the final decision on which gamified system wins the competition.

Demos (2 pages in ACM SIGCHI format, working demo at the conference)

The interactive gamification demo event will showcase the latest gamification tools, techniques, and systems created by academic or industrial research groups. You will be provided with space and time at the conference to showcase your demos to the conference audience.

Industry and Non-Academic Submission Types

If you are a presenter from a company or other non-academic organization, you must submit your full deck of slides and all other presentation materials (videos, etc.). Unlike research papers, these will not be blindly reviewed, so the materials may include, for example, all applicable names, brands, but we strongly discourage evangelistic presentations. A central goal of the conference is to engage academics and non-academics in open discussion of gamification practices and examples, and especially to map current and future practices to current and future research, and to this end we strongly encourage the presentation of examples for the purpose of precisely such discussion. We also actively seek presentations on examples and methods of gamification commercialization.

We encourage the following industry submission types:

Panel (40 minutes)
Panels encourage debate among panelist with often different viewpoints on a particular topic. A panel session combines these viewpoints with the help of a moderator. We prefer you submitting an overview of the topic you would like to touch on and the nomination of a moderator. The panel should not feature more than 5 people on it (including the moderator). All panelists and the moderator must be confirmed before your submission. There is a very limited number of panel slots.

Conference Presentation (20 minutes)
This is a standard industry conference presentation preferably with one speaker only. We would like to see case studies of gamification and best practices from industry here.

Roundtable (40 minutes)
Roundtables are small discussion groups facilitated by several moderators. These are limited to 30-40 attendees in a room. Moderators will need to have a list of topics prepared and help propel the discussion in the group forward. Roundtables are meant to inspire and encourage the exchange of ideas. Audience participation is key, so discussing topics that are likely to evoke different viewpoints is going to be best for this format.

Demos
Posters are cutting edge overviews of white papers and recent exciting industry and research work. Poster presenters will need to be at the conference and present the content of their posters at a designated timeslot.

Workshops (variable)
Please contact us individually if you would like to run an industry workshop for the conference.

Review Process: Full Research Papers

We selected a program committee of experts in human-computer interaction and game research to lead the scientific review process. Once your paper is submitted as a blind manuscript in the correct ACM SIGCHI format, our program committee will assign at least 3 peer reviewers to each submission and ensure to receive high quality reviews back from them. The PC members will then weigh in with their own opinion about the paper and summarize the individual reviews, essentially meta-reviewing the paper and putting forward a suggestion of accept or reject to the conference chairs. The conference chairs will then deliberate in close communication with the committee members about the acceptance of papers. Papers eventually get a recommendation on including certain changes before camera-ready submission and acceptance might be tentative until those changes are included. Once accepted, paper authors are required to present their paper at the conference.

Review process: Industry and Non-Profit Submissions

A team of six representatives from non-academic organizations will review all submissions from companies and non-profits. While the showcasing of successful implementations of gamification is certainly a goal, the committee will also look specifically for presentations that raise questions about gamification, that encourage discussion and critique, or that address research needs.