Raul Ferrer Conill

Raul Ferrer Conill

Participant in 2015
Work history 2013 - present - PhD Candidate and lecturer at Karlstad University, Sweden.

Web and digital image (MKGA43)
Webproduction (MKGA60)
Introduction to Media and Communication Studies (MKGA01)
Business by web and web analytics (ISGA97)
Digital Aesthetics (MKGB60)

Invited talks:
Kommunikatörsdagen - KAU (Communicators Day). 2015. Persuasive techonologies and gamification.
Hotspot - KAU (Work fair). 2014. Gamification.

Previous working experience
2009 - present - Owner & web designer and developer at FruitbatMedia (Karlstad, Sweden)

March 2011 - May 2012 - Lead front-end developer at Matchsnack.se (Karlstad, Sweden)

2007 - 2009 Web designer and developer as a freelance (Karlstad, Sweden)

2005 - 2007 - IT engineer at IT Dutch corporate Getronics (Barcelona, Spain)

2004-2005 - Web designer and developer as a freelance (Barcelona, Spain).

2003 - 2004 - Hardware technician and web admin at Internet World (Athens, Greece)
Study history 2013 - 2018 (expected) - Doctoral reseach education at Karlstad University.
Completed courses:
Journalism in the Media Society
Information Retrieval
Contemporary debates in the Media Society
Applied Statistical Analysis
Critical Perspective on Journalism

2012 – 2013 - Master's Degree in Project Management at Karlstad University

2010 – 2012 - Master's Degree in Global Media Studies at Karlstad University

2004 – 2007 - BSc in Marketing Techniques & Research at Universitat Oberta de Catalunya

2004 – 2007 - BSc in Management and Business Administration at Universitat Oberta de Catalunya

2000 – 2003 - Bachelor's Degree in Business Science at Universitat Oberta de Catalunya
Publications Publications:
Ferrer Conill, Raul & Karlsson, Michael (2015 Forthcoming) - The Gamification of journalism. In Davis, D.Z. & Gangadharbatla, H. (eds) Handbook of Research on Trends in Gamification. IGI Global.

Örnebring, Henrik & Ferrer Conill, Raul (under review) - Outsourcing the news: the atomization of journalistic work. In Witschge, T, Anderson, C.W., Domingo, D. & Hermida, A. (eds), The Sage Handbook of Digital Journalism. Sage.

Ferrer Conill, Raul (under review) - Feeding the Red Critter: The gamification of project management software. In Dymek, M. & Zackariasson, P. (eds.) The Business of Gamification. Routledge.

Ferrer Conill, R. (2014). Going Mobile: Gamifying Digital News in Mobile Devices, in Gamberini, L., Spagnolli, A., Chittaro, L., & Zamboni, L.(eds) Persuasive Technology: Persuasive, motivating, empowering videogames. Adjunct proceedings, pp. 86-89. 9th International Conference on Persuasive Technology, PERSUASIVE 2014, Doctoral Consortium. Padova, Italy, May 2014.

Conference Presentations:

Ferrer Conill, R. (2015 - Accepted). Camouflaging church as state: A study of journalism’s native advertising. The Future of Journalism, Cardiff School of Journalism, Media and Cultural Studies (JOMEC) at Cardiff University
10th- 11th September, 2015, Cardiff, UK.

Ferrer Conill, R. (2015 - Accepted). Quantifying journalism. A critical study of big data within journalism practice. Data Power conference, Faculty of Social Sciences, University of Sheffield, 22nd- 23rd June, 2015, Sheffield, UK

Ferrer Conill, R. (2015). The Gamification of Mobile News: Adapting Traditional Journalism to the Challenges and Opportunities of Mobile Devices. Journalism Studies Graduate Student Colloquium
ICA Preconference 21st May, 2015, San Juan, Puerto Rico.

Ferrer Conill, R (2015). Locative and augmented journalism: Towards a new framework to researching the use of geoposition to deliver space-bound news. GeoMedia 2015 conference, 5-8th May, Karlstad, Sweden.

Ferrer Conill, R. (2015). Incorporating native advertising:
Assessing journalism’s new trend of camouflaging church as state. Re-Inventing Journalism. ZHAW Zurich University of Applied Sciences 5th- 6th of February, 2015, Winterthur, Switzerland

Ferrer Conill, R. (2014). The gamification of news: Towards a new framework for researching game mechanics in journalism, in ECC ECREA 2014, Lisbon, Portugal. November 2014.

Ferrer Conill, R. (2014). Gamification in Virtual Organizations: Engaging with fun and play. 32nd Standing Conference on Organizational Symbolism (SCOS), 7-10 July, University of Utrecht.

Ferrer Conill, R (2014) Gamified social media : User engagement and the individualization of online communities. Social Media and the Transformation of Public Space, University of Amsterdam, 18-20 June, 2014

Ferrer Conill, R. (2014). Going Mobile: Gamifying Digital News in Mobile Devices. 9th International Conference on Persuasive Technology, PERSUASIVE 2014, Doctoral Consortium. Padova, Italy, May 2014.

Ferrer Conill, R. (2013). Gamification in Virtual Project Management : a mixture of curiosity and reluctance. Gamification Colloquium 2013 - Gothenburg University 10 June.

Ferrer Conill, R. (2013). Hierarchical channels: conflicts of communication in crisis environments in Ghana, in Proceedings of the ICA/ACOP/AE-IC/UMA regional conference in Malaga. Why should I trust you? Challenges for communication in times of crisis. July 2013.

Ferrer Conill, R. (2013). Knowledge societies : Empowering through ICT4E. Student Interaction Design Research Conference SIDeR'13 9-10april Aarhus University Denmark.

Reviewer - Mobile Communication & Society journal
Reviewer - ICA 2015 conference
Session chair at ECREA 2014 conference in Lisboa, Portugal.
Reviewer - Sider 2013 conference
Organizing Committee - GeoMedia 2015 conference

Associations / Networks
Yecrea respresentative for the TWG Digital Games
GeoMedia research group
NODE research group

Erasmus+ Scholarship teaching exchange Cadiz University 2015
Stipen by NODE Research Center to attend the ICA 2015 conference in San Juan, Puerto Rico (2.500 eur)
Stipen by HumanIT to attend Sider'13 conference (300 eur)
Grant by SPIDER and SIDA FMSK field research travel grant (25,000 sek / 3,000 eur)

Phd Projects


The Gamification of Mobile News - Adapting Traditional Journalism to the Challenges and Opportunities of Mobile Devices

This research project examines the effects of applying gamification techniques in the consumption of news in the emerging mobile society. The focus is placed on young users and their mobile media choice and news consumption habits.
As mobile devices have expanded their functionalities, the rise and ubiquity of constant Internet connectivity has already altered the environment of news and information. Traditional news organizations are trying to respond to audiences’ interest with pervasive, portable, real-time local information, but competition for users’ attention has expanded to a myriad of competing digital services. This suggests that the role of individual habits and motivations are particularly important when assessing media consumption. As younger generations’ engagement with traditional news decreases video games attract the big majority of youth. Subsequently, several news platforms have started to introduce game mechanics in their digital news outlets, providing a personalized experience with the aim of engaging news consumers and persuading them to use their services regularly, sparking daily habit.
Departing from the presumption that a healthy journalistic practice and well-informed citizens is a prerequisite to a vigorous democratic society, this dissertation aims to discern how the introduction of gamification in mobile news platforms affects journalism and news consumption. This assessment is primarily focused on the media choice of youth and the role that mobility, persuasive design, and game mechanics have in fostering engagement as well as changing and motivating the habit of reading news.
Theoretically, this study draws from a renewed Uses and Gratifications approach, but also from theories from the field of psychology, such as Self-Determination Theory to look at the ways in which gamification attempts to engage and empower habit change in users, as well as the possible negative effects of merging two media types with different guiding logics. Methodologically, a triangulation of methods will be used derived from an experimental design conducted with Swedish millennials (18-35 years of age). This three-pronged approach will produce data from a) a participatory design exercise, in which users will design their own “desired” news app, drawing light in their notion of what news is and how they would like to receive them; b) the actual experiment with the newly designed test app, which will provide a quantification and modes of news consumptions; c) and finally a set of focus groups to gather personal experiences of interacting with the gamified testing app.
The contribution of this study will provide an innovative outlook on the impact and effects of gamified news in younger generations’ news consumption in mobile settings while filling a gap in current research.


Dissertation title The Gamification of Mobile News: Adapting Traditional Journalism to the Challenges and Opportunities of Mobile Devices
Year of defence Expected June 2018

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