Call: GamiFIN 2020: 4th Annual International GamiFIN Conference

Call for Papers

GamiFIN 2020: 4th Annual International GamiFIN Conference
April 1-3, 2020
Levi, Lapland, Finland


  • DEADLINE EXTENDED. New deadline: November 3, 2019
  • Fast-track option to AIS Transactions on Human-Computer Interaction| Electronic Markets | Internet Research
  • Elisa Mekler and Andreas Lieberoth announced as Keynote speakers!


  • November 3, 2019: Submissions deadline for papers
  • December 20, 2019: Notifications of acceptance sent to authors of papers
  • January 15, 2020: Submissions deadline for posters and doctoral consortium
  • January 31, 2020: Acceptance for posters and doctoral consortium entries
  • February 28, 2020: Registration deadline for authors
  • March 8, 2020: Deadline for camera-ready
  • April 1-3, 2020: Conference


Gamification is a multi-faceted phenomenon that affects many domains of human life. Therefore, we welcome submissions related to this ludic transformation of reality under several domains and related (but not limited) to the following keywords:

  • Users: e.g. Engagement, experience, user types
  • Education: e.g. Gamification in education, serious games, game-based learning, games & math
  • Media: e.g. Esports, streaming, social media and gamification, gamification in journalism & media
  • Commerce: e.g. Business models, free-to-play, gambling, gamification in marketing/advergaming
  • Work: e.g. Organizational gamification, gameful work, gamification in leadership
  • Technology: e.g. Virtual reality, augmented reality, Internet of things, wearables, AI, machine learning
  • Toys & play: e.g. Toy play, toy design/creation, toys in education, internet of toys, toyfication
  • Health: e.g. Quantified self, games & gamification for health
  • Culture: e.g. Ludification, history of games and gamification, gamification in society
  • Theories/concepts/methods: Contributions to science around gamification
  • Critical approach to gamification: e.g. detrimental effects of gamification, metrification, aspects of poor quality of gamification and gamification research, extrinsic control, panopticon society


4th Annual International GamiFIN conference, April 1-3, 2020, Levi, Lapland, Finland!

Welcome to the gathering of international gamification research community in the Finnish Lapland, Levi. Levi is a ski resort located in Finnish Lapland, above the Arctic Circle and features incredible Finnish scenery, nature and winter activities. We hope all of our guests take the time to enjoy the surroundings and activities provided by this unique and exotic location.

Organized winter activities before and/or after the main conference days will be announced later.

GamiFIN is a leading international conference for gamification research. The conference is chaired by the professor of gamification Juho Hamari and gamification scholar Jonna Koivisto. The conference is organized by the Gamification Group and past keynotes have included notable scholars from the field of Gamification such as Lennart Nacke, Frans Mäyrä, Sebastian Deterding, Richard Landers and T.L. Taylor. Keynotes of GamiFIN 2020 will be announced later.


GamiFIN 2020 conference welcomes 1) paper, 2) poster, and 3) doctoral consortium paper submissions. Accepted papers will be sent for consideration for publication in CEUR Workshop Proceedings in the GamiFIN Conference volume (ISSN publication series, ISSN 1613-0073).

GamiFIN Proceedings are free, open-access and classified as JUFO-1 in the Finnish Publication Forum Rating. Moreover, the publisher of the proceedings does not retain copyright, and therefore does not limit the publication of the extended version of the accepted GamiFIN paper.

Accepted papers have the possibility to fast-track their papers to AIS Transactions on Human-Computer Interaction | Electronic Markets | Internet Research!

The GamiFIN conference will offer an entry to the Gamification Publication Track ( The gamification publication track is a one of a kind, “gamified” way to develop your research paper through GamiFIN conference, HICSS Gamification Track and toward the eventual publication in an associated journal issue. The aim of the gamification publication track is to increase the predictability and rigorousness of the peer-review and publication processes by providing a concise review continuum and discussion with peers.


Gamification Group, Tampere University, University of Turku and University Consortium of Pori (UCPori)




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