| Vol-2883 urn:nbn:de:0074-2883-7 Copyright © 2021 for the individual papers by the papers' authors. Copyright © 2021 for the volume as a collection by its editors. This volume and its papers are published under the Creative Commons License Attribution 4.0 International (CC BY 4.0).

# GamiFIN 2021
GamiFIN Conference 2021

### Proceedings of the 5th International GamiFIN Conference

### Levi, Finland, April 7-9, 2021 (Organized as an online conference).

Edited by

### Mila Bujić *
Jonna Koivisto *
Juho Hamari *

* Gamification Group, Tampere University, Finland

## Table of Contents

- Preface
  Summary: There were 57 papers submitted for peer-review to the GamiFIN 2021 conference. Out of these, 20 papers were accepted for the conference and for publication in this proceedings volume.

### Session 1: Gamification & Education

- An industry experiment of academic performance and drop-out in gamified distance education. 1-10
  Izabella Jedel, Adam Palmquist, Robin Munkvold, Ole Goethe, Hildur Jonasdottir, Erik Olsson
- My school is Hogwarts: Students’ social behavior in storified classes. 11-20
  Isabella Aura, Lobna Hassan, Juho Hamari
- “If the game does not work, it is lagging, or you die in game, you just get furious” – Children’s experiences on gamer rage. 21-29
  Juho Kahila, Satu Piispa-Hakala, Sanni Kahila, Teemu Valtonen, Henriikka Vartiainen, Matti Tedre
- Teachers’ perception and adoption of a gamified blended learning implementation in upper secondary education. 30-39
  Izabella Jedel, Adam Palmquist

### Session 2: Gamification & Health

- Design guidelines to increase the persuasiveness of achievement goals for physical activity. 40-49
  Maximilian Altmeyer, Pascal Lessel, Atiq Ur Rehman Waqar, Antonio Krueger
- Using gamification to develop shared understanding of the pandemic: COVID-19 in indigenous communities of Choco, Colombia. 50-59
  Agnessa Spanellis, Paula Andrea Zapata-Ramirez, Polina Golovátina-Mora, Anna Borzenkova, Jose Mauricio Hernandez-Sarmiento
- A long-term investigation on the effects of (personalized) gamification on course participation in a gym. 60-69
  Maximilian Altmeyer, Marc Schubhan, Antonio Krueger, Pascal Lessel
- “Switch” up your exercise: An empirical analysis of online user discussion of the Ring Fit Adventure exergame. 70-79
  Chien Lu, Lobna Hassan, Oğuz Buruk, Timo Nummenmaa, Jaakko Peltonen

### Session 3: Psychology of Gamification

- The role of gameful perception as a mediator for intrinsically motivating gamification. 80-89
  Henrik Wesseloh, Niklas Buddensiek, Tim Pantel, Felix M. Stein, Phillip Szelat, Matthias Schumann
- Do people’s user types change over time? An exploratory study. 90-99
  Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, Seiji Isotani
- Designing gamification and persuasive systems: A systematic literature review. 100-109
  Jeanine Krath, Harald F. O. von Korflesch
- Does gamification affect flow experience? A systematic literature review. 110-119
  Wilk Oliveira, Olena Pastushenko, Luiz Rodrigues, Armando M. Toda, Paula T. Palomino, Juho Hamari, Seiji Isotani
- Relationships between the consumption of gamblified media and associated gambling activities in a sample of esports fans. 120-129
  Joseph Macey, Juho Hamari, Max Sjöblom, Maria Törhönen

### Session 4: Gamification & Culture

- Urban gamification during lockdown and social isolation – From the teddy bear challenge to window expeditions. 130-139
  Mattia Thibault, Manuel F. Baer
- Video games and religion: Lutheran Church employees’ perspectives on similarities between virtual and spiritual worlds. 140-149
  Samuli Laato, Sampsa Rauti
- The art of speed: The ludification of cinematic television – The case of 24. 150-159
  Bo Kampmann Walther, Lasse Juel Larsen
- Etsijä’s call: Gamifying virtual conferences with alternate reality games. 160-169
  Mattia Thibault, Nikoletta Zampeta Legaki, Oğuz Buruk, Juho Hamari

### Session 5: Gamification & Rising Industries

- Migrated/ing game work: A case study of Korean game expats in Finland. 170-179
  Solip Park
- Game changer – A systematization of sport teams participating in esports. 180-189
  Tobias M. Scholz, Lisa Völkel, Carolin Uebach, Volker Stein
- Aiming for validity: The experience of conflicts in legitimacy judgments in esports actors and new grassroots activism. 190-199
  Joaquin Cestino-Castilla, Joseph Macey, Brian McCauley

2021-05-14: submitted by Jonna Koivisto, metadata incl. bibliographic data published under Creative Commons CC0
2021-06-15: published on CEUR Workshop Proceedings (CEUR-WS.org, ISSN 1613-0073) |valid HTML5|