Track Co-Chairs

Nannan Xi
Assistant professor (Tenure Track)
nannan.xi@tuni.fi
Faculty of Management and Business, Tampere University, Finland

 

 

Hongxiu Li
Associate Professor (Tenure Track)
hongxiu.li@tuni.fi
Tampere University, Finland

 

 

 

Juho Hamari
Professor
juho.hamari@tuni.fi
Tampere University, Finland

 

 

Juan Chen
Lecturer
120220004@aufe.edu.cn
Anhui University of Finance and Economics

 

 

 

Brief Introduction

The focus of the fields covered in WHICEB traditionally are heavily focused on instrumental issues and the utilitarian end of digitalization. However, during the last decade there has been a notable surge in hedonic, immersive and gamified systems. However, the field has scarcely focused on this end of the digitalization that is closer to human engagement. The assumption is that even for purely instrumental purposes and effectiveness, systems that focus purely on economizing are holistically inefficient. Hedonic information systems initially came about through the re-appropriation of instrumental information technology. Forwarding to today, hedonic systems such as games, vr, ar etc. are everywhere, and are not only developed for the sole purpose of promoting user enjoyment but rather are increasingly incorporated to be part of any systems, services and organizational structures. Therefore, we present the track of “ENGAGING TECHNOLOGIES” that covers the large categories of gamification, metaverse, mixed reality and hedonic systems and services (see set of keywords below).

We welcome papers (conceptual, theoretical, empirical and design research) related to management, information systems, business, commerce, marketing, consumer/user psychology, financial education, computer sciences or human-computer interaction related to the following set of keywords.

Authors of accepted papers in this track are encouraged to submit extended versions of their papers to the special issue ‘Ethics and Sustainability in Gaming and Persuasive Systems’ in Internet Research.

Topics

1. Gamification
• serious games
• game-based learning
• simulation games
• games-with-a-purpose
• toys
• persuasive technology
• quantified-self
• exergames
• dual and mixed -purpose information systems
2. Metaverse, augmented reality (AR), virtual reality (VR)
• virtual reality
• augmented reality
• location-based games
• wearable technology
• multimodal interfaces
3. Hedonic information systems and services
• games
• streaming services
• affective computing
• social media

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