10th Annual International GamiFIN Conference 2026
Conference dates: March 23-27 – Saariselkä, Lapland, Finland
Call for papers: November 10th, 2025: Submission deadline for ACM-published entries*, including Research articles, Posters, Work-In-Progress (WIP) papers, and Demonstrations.
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, and 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, playbour
– Technology: e.g., Virtual reality, augmented reality, internet of things, wearables, AI, machine learning, privacy, security
– Toys & play: e.g., Toy play, toy design/creation, toys in education, internet of toys, toyfication, roleplay
– Health: e.g., Quantified self, games & gamification for health, COVID-19, mental health
– Culture: e.g., Ludification, history of games and gamification, gamification in society, social structures, storyfication
– Environment/Climate: Bioeconomy, climate-change engagement, circularity, human/forest interactions
– Governance: e.g., democracy, participation, law enforcement, e-justice, cyber forensics, urban planning, smart and playable cities, surveillance
– Design: e.g., Design principles, design methods, designing gamification, gamification artifacts, playful and speculative design
– Theories/concepts/methods: Contributions to science around gamification
– Critical approach to gamification: detrimental effects of gamification or metrification, aspects of poor quality of gamification and gamification research, extrinsic control, panopticon society, de-gamification
– Esports & exergaming: e.g., players/users, health, law, coaching, governance, business models and sponsorship, cultural expression, platforms.
For details, please see here: https://gamifinconference.com/call-for-papers-2026/
