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Academic Mindtrek

20th International Academic Mindtrek Conference

Oct 17th - 19th, 2016


Academic Mindtrek is a yearly conference since 1997. The purpose of the conference is to provide a platform for academicians, researchers and professionals from the industry to put forward ideas and interpretations regarding the development of human-computer interaction, games and gamification, interactive media, journalism, theater and acting, and information society. Academic Mindtrek offers:

  • A meeting place where researchers, experts and thinkers can present results from their latest work in the conference thematic areas.
  • Special academic sessions (e.g. demonstrations, workshops and multidisciplinary sessions) held parallel to the Mindtrek conference.
  • A real chance for media enthusiasts to think outside the box.
  • Keynote speakers like Prof. Paul Egglestone. Another keynote speaker announced later.



This year's award for the best paper goes to:

Civic CrowdAnalytics: Making sense of crowdsourced civic input with big data tools.

Tanja Aitamurto, Kaiping Chen, Ahmed Cherif, Jorge Saldivar Galli and Luis Santana.

Congratulations to the winners!


We are very pleased to inform you that this year's proceedings are already available on the ACM Digital Library


Note: Print 2-sided and flip on the shorter edge.

Tuesday, Oct 18th

8:30 - 10:00 Breakfast & Registration

9:00 - 9:45 Academic Keynote (Location: Main Hall)

  •  Frans Mäyrä - Pokémon GO and the Ludification of Culture

10:00 - 10:45 Keynote (Location: Main Hall)

  • Lauri Oksanen, Vice President for Research and Technology Nokia Bell Labs:  Future X Networks - a Nokia Bell Labs View.
  • Markku Markkula, President, EU Committee of the Regions: New opportunities on how cities and industry can benefit the on-going European activities of the smart city movement.

10:00-17.00 Workshop (Location: University of Tampere, Pinni B, Room B2031)

  • Crowdsourcing: The state of the art and the way forward 

11:00-12:30 Session 8: Engagement and user experience (Location: Riffi)

Session Chair: Thomas Olsson

  • Conceptualizing engagement in the mobile context: A systematic literature review

    Hannu-Pekka Kulta & Heikki Karjaluoto, University of Jyväskylä

  • The Effects of Mobile Banking Application User Satisfaction and System Usage on Bank-Customer Relationships

    Aijaz Shaikh & Heikki Karjaluoto, University of Jyväskylä

  • PAUSE: Exploring Mindful Touch Interaction on Smartphones

    Peng Cheng, PauseAble; Andrés Lucero & Jacob Buur, University of Southern Denmark

  • Temporal Dimensions of Affect in User Experience of Digital News in the Field

    Satu Jumisko-Pyykkö, TU Eindhoven & Tampere University of Technology; Emilia Pesonen & Heli Väätäjä, Tampere University of Technology

11:00-12:30 Session 9: Enhancing Work in Socio-technological Environments (Location: Opus 2-3)

Session Chair: Jussi Okkonen

  • Management Anti-Patterns in IT Innovation Projects

    Dilem Aydinli, TAI; Eleni Berki & Timo Poranen, University of Tampere; Ioannis Stamelos, Aristotle University of Thessaloniki

  • Identifying Weak Ties from Publicly Available Social Media Data in an Event

    Jayesh Prakash Gupta, Karan Menon, Hannu Kärkkäinen & Jukka Huhtamäki, Tampere University of Technology

    Raghava Rao Mukkamala; Abid Hussain; Ravi Vatrapu, Copenhagen Business School

    Jari Jussila; Henri Pirkkalainen, Tampere University of Technology

  • Can e-government solutions enhance the work in municipalities? Empirical evidence from case Lupapiste

    Jari Jussila, Tampere University of Technology; Timo Lehtonen, Solita; Virpi Sillanpää & Nina Helander, Tampere University of Technology; Julius Kallio, University of Tampere

  • The 5C Categorization of Social Media Tools

    Vilma Vuori, University of Vasaa; Jari Jussila, Tampere University of Technology

11:00-12:00  Session 10: Design Experience (Location: Opus 4)

Session Chair: Janne Paavilainen

  • Interactive Dome Experiences: Designing AstroSurf

    William Goddard, Alexander Muscat, James Manning & Jussi Holopainen, RMIT University

  • WEARPG: Game Design Implications for Movement-Based Play in Table-Top Role-Playing Games with Arm-Worn Devices

    Oğuz Turan Buruk & Oguzhan Özcan, Koç University

  • The Emergence of Industry of Playful Hybrids – Developer’s Perspective

    Heikki Tyni & Annakaisa Kultima, University of Tampere

11:45 - 13:00 Business Networking lunch

13:00 - 14:00 Session 11: Open data and participation (Location: Opus 2-3)

Session Chair: Ossi Nykänen

  • Current Status and the Future Directions of Open Data: Perceptions from the Finnish Industry

    Antti Herala & Jussi Kasurinen, Lappeenranta University of Technology; Erno Vanhala, University of Tampere

  •  Online User Community for Efficient Citizen Participation

    Lotta Haukipuro, Minna Pakanen & Satu Väinämö, University of Oulu

  • Civic CrowdAnalytics: Making sense of crowdsourced civic input with big data tools

    Tanja Aitamurto & Kaiping Chen, Stanford; Ahmed Cherif, UC Berkeley; Jorge Saldivar Galli, University of Trento; Luis Santana, Fundación Democracia y Desarrollo

13:00-14:00 Session 12: Edugames & Communities (Location: Opus 4)

Session Chair: Janne Paavilainen

  • A Simple Multi-player Video Game Framework for Experimenting and Teaching Cultural Understanding

    Peter Jamieson, Miami University; Lindsay Grace, American University; Naoki Mizuno; Chris Bell; Darrell Davis, Miami University

  •  Promoting students’ fractional thinking by challenging them to design game-based number line tasks for others

    Arttu Perttula, Pauliina Tuomi, Kristian Kiili & Antero Lindstedt, Tampere University of Technology

  •  Building Finnish Game Jam Community through Positive Social Facilitation

    Annakaisa Kultima, Kati Alha & Timo Nummenmaa, University of Tampere


14:00 - 14:45 Session 13: Posters and Demos (Location: Winter Garden)

  • DEMO - All Is One Demonstration (Special Location: Hall outside Opus rooms)

    Aleksandra Vasovic, Independent Artist

  • DEMO - Demonstration of MyAppCorner: Creating personal interaction areas on a public screen

    Marc Belles Fabregat, Fernando David Marin Leyva, Joy Saina & Amit Sarangi, University of Tampere

  • POSTER - Casual Immersive Viewing with Smartphones

    Ismo Rakkolainen; Roope Raisamo, University of Tampere; Matthew Turk; Tobias Höllerer, University of California; Karri Palovuori, Tampere University of Technology

  •  POSTER - Interactive Visual Music Education Software for Children

    Yin Ling, University of Music and Performing Arts Vienna

  •  POSTER - The Coriolanus Online project

    Mikko Kanninen & Tiina Syrjä, University of Tampere; Tom Gorman, Coventry University

  • POSTER - Mid-air Tactile Warning System

    Ismo Rakkolainen & Antti Sand, University of Tampere; Karri PalovuoriTampere University of Technology

  • POSTER - Sociability in hybrid board game marketing material: 7 key features

    Timo Nummenmaa & Ville Kankainen, University of Tampere

  • POSTER - Kinaesthetic Interfaces: Towards Embodied Digitality

    Dominik Schlienger and Otso Lähdeoja, University of the Arts Helsinki

  • POSTER - Discovering children's player typologies with playtests (Poster PDF)

    Lauri Nykänen, Zheying Zhang & Timo Poranen, University of Tampere

  • POSTER - Safety does not happen by accident, can gaming help improve occupational health and safety in organizations?

          Cameron Chodan, Pejman Mirza-Babaei, Karthik Sankaranarayanan & Naeem Moosajee, University of Ontario Institute of Technology

14:45 - 15:15 Coffee & Networking
15:15 - 16:45 Session 14: Co-creating value (Location: Opus 2-3)

Session Chair: Markku Turunen

  • Value Co-creation in Health Care: Insights into the Transformation from Value Creation to Value Co-creation through Digitization

    Katja Rantala & Heikki Karjaluoto, University of Jyväskylä

  •  The drivers towards interactive digital sales processes in business-to-business markets

    Tommi Mahlamäki, Mika Ojala & Mikko Myllykangas, Tampere University of Technology

  •  Participatory Development of User Experience Design Guidelines for a B2B Company

    Elina Hildén & Heli Väätäjä, Tampere University of Technology; Virpi Roto, Aalto University; Kero Uusitalo, Rocla Oy

  •  Focusing on User Experience and Business Models in Startups: Investigation of Two-dimensional Value Creation

    Laura Hokkanen & Kaisa Väänänen, Tampere University of Technology; Yueqiang Xu, University of Oulu

15:15 - 16:45 Session 15: Social technologies and sharing (Location: Opus 4)

Session Chair: Heli Väätäjä

  • Mobile First? Understanding Device Usage Practices in Novel Content Sharing Services

    Anton Fedosov, Università della Svizzera italiana; Jarno Ojala, Tampere University of Technology; Evangelos Niforatos, Università della Svizzera italiana; Thomas Olsson, Tampere University of Technology; Marc Langheinrich, Università della Svizzera italiana

  •  Visualizing Co-authorship Networks for Actionable Insights: Action DesignResearch Experiment

    Jukka Huhtamäki, Tampere University of Technology

  •  Outlining the Design Space of Playful Interactions Between Nearby Strangers

    Susanna Paasovaara, Tampere University of Technology; Andrés Lucero, University of Southern Denmark; Thomas Olsson, Tampere University of Technology

  •  Co-Curator: Designing for Mobile Ideation in Groups

    Martin Porcheron, University of Nottingham; Andrés Lucero, University of Southern Denmark; Joel Fischer, University of Nottingham

17:00 - 18:00 Session 16: Visualization and animations (Location: Opus 2-3)

Session Chair: Thomas Olsson

  • Software Visualization Today -- Systematic Literature Review

    Anna-Liisa Mattila, Petri Ihantola, Terhi Kilamo, Antti Luoto, Mikko Nurminen & Heli Väätäjä, Tampere University of Technology

  •  Interaction between abstract agents: Increasing the readability of causal events with animation principles

    Muhammet Ramoğlu; İdil Bostan, Koç University; Mohammad Obaid, Uppsala University; Tilbe Göksun; Oğuzhan Özcan, Koç University

19:00-21:00 Academic Dinner in Telakka (For Academic-Presenter/Student-Academic-Presenter ticket holders)

19:15 - 22:00 Conference Dinner at Vapriikki (For Mindtrek-Conference ticket holders)

  • Open for all dinner ticket holders


Tuesday Oct 18th, 10.00-17.00. Location: University of Tampere, Pinni B2031 (SimSpace)

Here you can find the workshop's program

Monday, Oct 17th

8:30 - 9:50 Breakfast & Registration

9:00 - 9:15 Academic Mindtrek Opening

10:15 - 10:45 Keynote (Location: Main Hall)

Opening words from the Tampere City Major Anna-Kaisa Ikonen

Keynote Neil Harbison: The future of our species

11:00 - 12:00 Session 1: Game Design (Room: Aaria)

Session Chair: Janne Paavilainen

  • Idea Practices and Attitudes towards Innovation in Game Development - A Snapshot from the 2010 Mobile Games Era

    Annakaisa Kultima & Juho Karvinen, University of Tampere

  • Game Vaporware as Design Fictions

    Paul Coulton & Joseph Lindley, Lancaster University

  • Game Design Values

    Annakaisa Kultima, University of Tampere; Alyea Sandovar, Fielding Graduate University

11:00 - 12:00 Session 2: New Forms of Journalism and Media (Location: Opus 2-3)

Session Chair: Anssi Mäinnistö

  • How Game Design Thinking becomes Engagement Design

    Lindsay Grace, American University; Maggie Farley, Jolt American University

  • A Comparison of Head-Mounted and Hand-Held Displays for 360º Videos with Focus on Attitude and Behavior Change

    Diana Fonseca & Martin Kraus, Aalborg University

  • Journalism in Virtual Reality -Opportunities and Future Research Challenges

    Esa Sirkkunen, University of Tampere; Heli Väätäjä, Tampere University of Technology; Turo Uskali, University of Jyväskylä; Parisa Pour Rezaei, Tampere University of Technology

11:00 - 12:00 Session 3: Directions for Augmented Reality (Location: Opus 4)

Session Chair: Thomas Olsson

  • Use of Wearable and Augmented Reality Technologies in Industrial Maintenance Work

    Susanna Aromaa, Iina Aaltonen & Eija Kaasinen, VTT Technical Research Centre of Finland Ltd; Joona Elo, Konecranes Global Corporation; Ilari Parkkinen, Wärtsilä Finland Oy

  • Using human-values as a guide for understanding worthy design directionsin augmented reality

    Rebekah Rousi,  University of Jyväskyla

  • B2C Business Models for Museum and Cultural Travel Mixed Reality Solutions

    Olli I. Heimo, Tuomas Mäkilä, Timo Korkalainen, Lauri Viinikkala, Teijo Lehtonen, University of Turku

11:45 - 13:00 Business Networking Lunch

13:00 - 16:00 Workshop  (Location: University of Tampere LINNA building room K110 )

  • Postdramatic Theatre in Smart City Design

    Merja Ryöppy, Salu Ylirisku, Preben Friis & Jacob Buur, University of Southern Denmark

13:00 - 14:45 Session 4: New user interfaces and interactions  (Location: Opus 2-3)

Session Chair: Markku Turunen

  • Interactive Map Interface for Controlling Bridge Crane Automation: A Cognitive-Affective Approach

    Jussi Jokinen, Aalto University; Johanna Silvennoinen, University of Jyväskylä

  • Virtual Ball Catching Performance in Different Camera Views

    Felipe Marjalizo Alonso, Raine Kajastila, Tuukka Takala, Mikael Matveinen, Mikko Kytö, Perttu Hämäläinen, Aalto University

  • How Would You Gesture Navigate a Drone? A User-Centered Approach to Control a Drone

    Mohammad Obaid, Upssala University; Felix Kistler, University of Augsburg; Gabrielė Kasparavičiūtė, Chalmers University of Technology; Asım Evren Yantaç, Koç University; Morten Fjeld, Chalmers University of Technology

  • Designing an Interactive Informative Platform for Classical Music Concerts

    Ralitsa Plamenova Petkova, Julian Kaduk & Andrés Lucero, University of Southern Denmark

  • Good Vibes: The Impact of Haptic Patterns on Stress Levels

    Chelsea Kelling, Daniella Pitaro & Jussi Rantala, University of Tampere


13:00 - 14:45  Session 5: Game Experience (Location: Opus 4)

Session Chair: Janne Paavilainen

  • Embodiment in Character-Based Videogames

    Petri Lankoski, Södertörn University

  •  Playtesting for Indie Studios

    Pejman Mirza-Babaei, Naeem Moosajee & Brandon Drenikow, University of Ontario Institute of Technology

  •  Play- Persona: A multifaceted Concept

    Stephanie Scheja, Ralf Schmidt & Maic Masuch, Universtität Duisburg

  •  Creating play money for free-to-play and gambling games

    Jani Kinnunen, Kati Alha & Janne Paavilainen, University of Tampere

14:45 - 15:15 Coffee & Networking

15:15-16:00 Keynote (Location: Main Hall)

  •  Petteri Järvinen: Cybersecurity and Privacy in 2020

16:00 - 17:00 Session 6: Learning and education (Location: Opus 2-3)

Session Chair: Sirkku Kotilainen

  • Collaborative and Participatory Learning: The co_LAB Model

    Richard Vickers, James Field & Martyn Thayne, University of Lincoln

  • The Emerging International Knowledge Exchange Barrier in Virtual Teacher Communities

    Henri Pirkkalainen, Tampere University of Technology; Jussi Jokinen, Aalto University; Jan Pawlowski, Ruhr West University of Applied Sciences

  •  Co-design, co-teaching and co-learning in technology hands-on university tuition

    Jussi Myllärniemi, Nina Helander, Pasi Hellsten & Ilona Ilvonen, Tampere university of Technology

  • Exploring Motivational Aspects and User Experience of Mobile Mathematics Learning Service in South Africa

    Jari Varsaluoma, Heli Väätäjä & Tanja Walsh, Tampere University of Technology

16:00 - 17:00 Session 7: Theatre, Performance and Media (Location: Opus 4)

Session Chair: Riku Roihankorpi

  • Theatre Photograph and Representation

    Susanna Virkki, University of Turku

  • Going Undercover: A Multidisciplinary Analysis of Blast Theory’s Operation Black Antler

    Sofia Romualdo, University of Exeter

  •  Triggers to Entice an Audience to ‘Perform as Interface’ in an Interactive Installation

    Lisa Simon, NHTV University of Applied Sciences Breda; Marloeke Van der Vlugt, HKU; Licia Calvi, NHTV University of Applied Sciences Breda

17:00 - 18:00 Academic Keynote (Location: Main Hall)

  •  Paul Egglestone - Technological Tools for Transformative Change

18:00 - 23:00 Evening Party (Location: Pakkahuone)

  • Starting at 18:00
  • Preliminary schedule:
  • 18:00 Doors Open
  • 18:15 Welcoming Words by Jose Valanta, Chair of the Management Group, The Six Strategy, Director of Economic Development, the City of Vantaa
  • 18:25 Video from Barcelona Smart City Seminar
  • 18:30 The Six City Strategy Interview
  • 19:00 Buffet Opens
  • 20:00 Fusion Finland Dance Show
  • 21:00 Open World Hero & Makertech Awards Ceremony
  • 21:30 FM64 - Band
  • The party goes on until 23:00


Keynote Prof. Paul Egglestone

A former independent TV producer working for BBC, ITV and Sky on regional and network programming, Paul now focuses on digital storytelling. He established The Media Innovation Studio, UCLan’s international research studio for media innovation in 2012. He is a founder member of the World Association of Newspapers and News Publishers (WANIFRA) Global Media Alliance. His current media research project AeroSee ( was named by the Design Museum as one of the top designs of 2014. Paul has worked with journalists, filmmakers, producers, photographers games designers and artists from the BBC, Sky TV, The Independent, The Times, the Guardian, Haymarket Media, Johnston press and Trinity Mirror to collaborate on a series of projects addressing the challenges posed by digital convergence. As part of this work he developed a major cross platform narrative training programme with the BBC called inFUZE. His research projects include a recent Digital R&D funded project with MIT and Punchdrunk theatre in NYC and a second with Unlimited theatre company. He recently led the award winning ‘Interactive newsprint’ project, and the NESTA funded participatory journalism project ‘Speak-Up-Preston’ which followed work on the Preston based community journalism ‘Bespoke’. He teaches documentary film-making, community journalism and media Innovation at the School of Journalism and Media, UCLan. In 2010 he was identified as a leading innovator in journalism and media.

His work uniting communities, technologists and content creators began some time before the ensuing discourse surrounding what is now referred to as the Maker Movement, with its focus on STEM (science, technology, engineering, mathematics) education, manufacturing, and jobs (Kalil 2012). Within this context, Professor Egglestone’s contribution has been based on collaborations with communities fostering citizen-led innovation using digital media technologies to identify and address real world problems.

Paul was featured in the Winter 2016 edition of BreakThrough magazine talking about his inaugural professorial lecture “Technology Tools for Transformational Change” (Page 30 - 35).


We are more socially, economically, politically and technologically interdependent than at any time in human history. And yet, inequality, instability and unsustainability remain. Does technology have a contribution to make to this broader set of fundamental social issues? Or perhaps more appropriately is there an emerging series of ideas bound up in the creation and use of Information Computing Technology – hardware and software – as it’s repurposed by global communities to enable and support activities that go way beyond the designers and manufacturers recommendations. Paul was featured in the Winter 2016 edition of BreakThrough magazine talking about his inaugural professorial lecture “Technology Tools for Transformational Change” (Page 30 – 35).

When: Monday 17th October, 2016 at 17:00 - 18:00
Where: Main Hall

Keynote Prof. Frans Mäyrä

Frans Mäyrä is the Professor of Information Studies and Interactive Media, with specialization in digital culture and game studies in the University of Tampere, Finland. Mäyrä has over 150 scientific publications and he heads the University of Tampere Game Research Lab, having taught digital culture and games since early 1990s. He is widely consulted as an expert in socio-cultural issues relating to games, play and playfulness. His research interests range from game cultures, meaning making through playful interaction and online social play, to borderlines, identity, as well as transmedial fantasy and science fiction. He has lead research in 45 externally funded games research projects, currently leading e.g. the Academy of Finland funded research project Ludification of Culture and Society.

Homepage: Blog site:

Pokémon GO has been the sensation of this summer: a location-based mobile game that has attracted millions of players, activating them to physically move around while collecting virtual “pocket monsters”. In the University of Tampere, location-based, pervasive and hybrid games have been studied since turn of the millennium, providing a longer-term perspective into the evolution of these forms of games and play. In his talk, Frans Mäyrä will summarize some of the key lessons from this research: what kind of games pervasive and location-based games are, what we know about Pokémon GO and its player behaviours, and where this field is most likely heading next. The overall framework in the talk is “ludification of culture”: emergence of new kind of mindsets, practices, technologies and services that are about to transform our culture and society.
When: Tuesday, 18th October, 2016 at 09:00 - 09:45
Where: Main Hall


Academic Mindtrek Conference Chair

Markku Turunen, University of Tampere

Program Chairs 

Heli Väätäjä, Tampere University of Technology
Janne Paavilainen, University of Tampere
Thomas Olsson, SIGCHI Finland and Tampere University of Technology


Silvia Rubio Hernandez, University of Tampere

Local Arrangement Chair and Conference Management

Jenna Tuominen, COSS

Mindtrek Conference Chair

Timo Väliharju, COSS


Local organizers

Ossi Nykänen, Tampere University of Technology
Riku Roihankorpi, University of Tampere
Pekka Kallioniemi, SIGCHI Finland and University of Tampere
Anssi Männistö, University of Tampere
Sirkku Kotilainen, University of Tampere
Marleena Huuhka, University of Tampere
Jussi Okkonen, University of Tampere

For more info, contact

Technical Program Committee

To be announced later

Key Dates

April 15th, 2016:
Call for Papers opens.

July 15th, 2016:
Deadline for full papers, posters, demonstrations and workshop submissions.

August 26th, 2016:
Notification of acceptance/rejection.

September 9th, 2016:
 Copyright forms submission.

September 16th 2016:
Conference registration & camera-ready papers submission.

October 17th to 19th, 2016:
Academic Mindtrek Conference 2016


Conference themes


Human Computer Interaction (HCI)
Human Computer Interaction (HCI) track addresses the design, development and implementation of user interfaces and the design of human and technology interaction. The track focuses on design of computer systems for human users, human requirements, usability, ergonomics, privacy aspects, trustworthiness, interaction theories, and sociological and psychological factors. The track brings together people from diverse areas that provide a multidisciplinary forum for academics, designers and practitioners to discuss the challenges and processes of contemporary topics in Human-Computer Interaction. The themes include, but are not limited to, the following subject areas:

  • Interaction: e.g. interaction theories and models, new interaction techniques, multimodal interaction, multi-device interaction, social interactions mediated by technology.
  • Interfaces: e.g. adaptive and personalized interfaces, usability evaluations, autonomous and proactive interfaces and interfaces as artefacts
  • Technology: e.g. architectures for HCI, Cloud computing & Mobile HCI, new technology enablers like various sensors and actuators, toolkits and platforms for new interactive systems.
  • Evaluation: e.g. evaluation studies of interactive systems, evaluation methods and techniques and user trials and experiments of interactive technology.
  • User insight: e.g. methods for user research, ethnography, and understanding the users and contexts of use.

Interaction Design and User Experience
This track focuses on the practice of designing interactive digital products and services and the user experiences and interactions therein. As people's quality standards tend to constantly increase, providing a delightful user experience and fluent interaction, the most relevant features have become central goals in the development of digital products and services. The areas of interest include, but are not limited to, the following areas:

  • Theories, conceptualizations and reflections on user experience, consumer experience, product experience, interaction design, service design and their relations to other design disciplines.
  • Understanding various aspects of user experience: e.g. aesthetics, trust and privacy, product attachment, playfulness, engagement, social elements
  • Novel design approaches: e.g. experience-driven design, critical design, design visions
  • Techniques, methods, tools and patterns for interaction design and service design
  • Measuring and assessing user experience, user studies and user experience evaluations
  • Creativity and innovation in design of interactive systems

Games and gamification
The culture, development and business of games has become increasingly varied. The current trends range from virtual reality and wearable gaming to freemium business models and serious games. Games research is a multidisciplinary field featuring diverse approaches to understand the phenomenon of games and play.

Academic MindTrek has an inclusive approach in the Games track focusing on novel, innovative and even unorthodox games research from theoretical works, empirical case studies to constructive projects. The Games track themes include, but are not limited to, the following subject areas:

  • Design (interaction, mechanics, interfaces...)
  • Evaluation (game experience, playability, usability...)
  • Development (tools, engines, AI, audiovisual...)
  • Business (digital distribution, crowdfunding, revenue models, virtual goods...)
  • Platforms (online, social, mobile, desktop…)
  • Technology (virtual, augmented and altered reality…)
  • Serious games (education, health, persuasive, simulations...)
  • Gamification (motivation, effects, case studies…)
  • eSports (culture, streaming, fandom…)
  • Hybrid games (digital-physical, board games, toys…)
  • Online gambling (lottery, casino, betting…)
  • Players (demographics, inclusivity, accessibility…)
  • Indie (innovation, modding, transgressive…)

Virtual, augmented and mixed reality
Mixed reality refers to merging of real and digital realms in order to produce new environments where physical and digital objects co-exist and interact in real time. We consider this broadly, covering both purely virtual realities, as well as augmented reality, where the perception of the real-world is enhanced with digital content. With new technologies for capturing, modelling, simulating and tracking the reality and for producing realistic hybrids of the real and digital, this field provides immense opportunities for novel applications in all areas of life. The main focus on this track is on the interactions between technology and its users rather than the technological enablers. Therefore, we welcome submissions related to, e.g.:

  • Prototypes of applications or devices for virtual or augmented reality
  • Studies of user perceptions, user experience and acceptance of new mixed reality technology
  • Methods and processes for producing mixed reality environments
  • Augmenting human perception and activity with mixed reality technology
  • User interface solutions for mixed reality interactions

Media education
Media and IT play an increasingly central, diverse and complex role in contemporary life from early age to adulthood. The essential focus of media education is on developing media literacy linked to information and communication technology in learning, media production and critical thinking in media saturated societies. This field is of keen relevance for the development of education curricula across all levels, and especially for children and young people today. The track encourages papers on, for example, conceptual developments, practical skills that are necessary for competence in the area, learning environments and, methodological discussions.

Collaboration and multimedia technologies in education
Education is increasingly using tools and solutions to support learning and collaboration on mobile, online and distance platforms and with related applications. Furthermore, various types of multimedia technologies and solutions can be used in educational context.

We welcome submissions on the collaboration and multimedia technologies, platforms, solutions, and trials in mobile, online, and distance learning contexts as well as in developing and rural regions. Theoretical, methodological and empirical submissions are welcome on design, development, evaluation, and actual use of tools, solutions, and multimedia technologies and created data from lab to real-life context. The submissions can address contexts such as daycare, schools and higher education, as well as in professional development in continuing education, MOOCs, or in informal learning contexts. Learners’ or educators’ viewpoint, or the educational aspects and goals can also be covered in the submissions, for example.

Crowdsourcing and citizen participation
Crowdsourcing and citizen participation have become part of everyday activities in media landscape. Crowds or citizens, can solve problems, create, contribute, share, and analyze multimedia content and data, participate and influence decision making. Crowds contributing to open data can enable creating innovative applications, new multimedia forms, novel business models and platforms by utilizing the emerging opportunities. This track welcomes submissions on using crowdsourcing and citizen participation in multimedia and open data landscape. Submissions can include design, development, evaluation and use of solutions and platforms and processes for supporting crowdsourcing and citizen participation. Topics related to the cross-section of multimedia or open data, and crowdsourcing or citizen participation, such as gamification, motivation, incentives, privacy, as well as design and evaluation by using crowdsourcing and citizen participation are welcome to this track.

Open Data and Data Science
Accessing, creating, analysing and utilizing good-quality data plays a central role in the development of the digital economy. The exponential accumulation of data, both sensor-based and user-created, opens new avenues for applications in, for example, various industry sectors, science, management, E-Government and E-Learning, artificial intelligence, predictive analytics, and knowledge work. But what data is interesting and where does it come from? How to access it, analyse it, make sense of it, or to build applications or ecosystems based on it? We are looking for submissions that address the challenges and opportunities related to Open data, Data science and Big Data. The submissions can, e.g., introduce computational methods for analysing, visualizing or acquiring various types of data, envision opportunities for or present developed applications that utilize open data, describe and analyse new (open) data sets, or present procedures for extracting insight from various data. In addition to the usual scientific peer review criteria, the evaluation of submissions about new data sets includes novelty, design and availability. This track is organized in association with the W3C Finnish office.

New forms of journalism and media
The hottest topic in journalism and publishing industry in recent years has been the “mobile first” approach. This means that particularly in the news media focus has shift more and more from print or desktop-oriented publishing to mobile-first strategies. Smartphones and tablets enhanced with the publications presence in social media are now at the core as the news media tries to meet its audience and customers at first hand. Engaging the audience with the help of these new tools is increasingly important also for non-news media, such as traditional magazines.

This track focuses on new and emerging forms of creating, distributing and presenting journalism in this new era. We have an emphasis on visual forms of storytelling and engaging audiences. This doesn’t mean other forms or genres of journalism and media are excluded.

We welcome submissions related to, e.g. use of online video, multimedia and data visualization projects in journalism, news mobile services, innovative ways of utilizing time lapse, hyper lapse, web videos, metadata, interactivity and news games. We are particularly interested in papers discussing the use and experiences of augmented, mixed and virtual reality and omni-directional video in journalism and immersive storytelling.

Theater, performance and media
Discussions on the mediatization of performance and the use of theories and methods of theatre and performance studies in media research enable new analytic paths to questions of cultural activity and representation. Human actions in the media, and the automated, semi-automated or computer-controlled processes used in creative practices generate unforeseen modes of performativity. Consequently, the fields of art and media now promote a culture of participation that calls for critical notions of transformative identity, new forms of co-creation and open performative environments, as represented by the many platforms of social media and emerging forms of non-linear/non- human game play. As components of user-centered ecologies and economies, these  mostly digital  phenomena suggest a cultural milieu where communicative processes, environments of operation, and shared or individual experiences are constantly performed and re-performed (created) by their users. The theater, performance and media track welcomes papers that discuss (but are not necessarily limited to) the following topics:

  • The use of media in performance
  • Digital / non-digital / hybrid performance
  • Performances in specific media environments
  • The performative aspects of media
  • Performances in video games and other virtual environments
  • The use of Motion Capture and other real time technologies in performance
  • Live streaming of theatre performances
  • Non-human performativity

Enhancing work in socio-technological environments
The aim of the track is to present novel approaches on research of socio-digital working environments. The underlying theme is information ergonomics, yet it covers many disciplines and perspectives. The track welcomes methodological, theoretical and empirical papers on contemporary work settings.

Conference Publications

Academic Mindtrek is organized in cooperation with ACM SIGMM, and ACM SIGCHI. The conference proceedings will be published in the ACM Digital Library, which includes full papers, posters, workshop proposals and demonstration proposals. All papers should follow the style guidelines of the conference. In the Finnish classification of publication forums, Academic Mindtrek proceedings are classified as Jufo 1.

There will also be a reward for the best paper(s) of the academic conference.


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Supported by

COSS Association, City of Tampere, Tampere University of Technology (TUT), Tampere University (UTA), Tampere University of Applied Sciences (TAMK) and SIGCHI Finland.