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.
The Gamification Group backed up by Tampere University of Technology will jointly develop a competitive MSCA IF proposal with the applicant. The applicant is offered paid trip (1 week) to Tampere, Finland to prepare the application. Tampere University of Technology is committed to fund a salaried third year on top of the MSCA IF funding. Tampere University of Technology (TUT) is committed to fund in addition to the two years of the fellowship a third year for successfully completed European Fellowships (in the Gamification Group (GG) / Pervasive Computing lead by Dr. Juho Hamari). Continue reading
Part of the “Decision Analytics, Mobile Services, and Service Science” – track
51st annual Hawaii International Conference on System Sciences (HICSS-51)
January 3-6, 2018 | Hilton Waikoloa Village, Big Island.
During recent years the enhancement of information technology via design features borrowed from (video) games, also known as “gamification”, has become a notable development both in academia and industry. Gamification primarily aims at increasing users’ positive motivations towards given activities or use of technology, and thereby, increasing the quantity and quality of the output of the given activities. Business analysts suggest that more than half of all organizations will have gamified parts of their processes by 2015 (Gartner 2011; IEEE 2014). In the academic realm, several studies in various contexts have shown that gamification can be an effective approach to increase motivation and engage users or participants in a given activity (see e.g. Hamari et al. 2014; Morschheuser et al. 2016 for reviews).