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Cross-Disciplinary Uses of Gamification in Organizations

Introduction

Edited book; Proposal deadline 26 May 2021

INTEREST CATEGORY: INNOVATION AND TECH, MARKETING STRATEGY
POSTING TYPE: Calls: Other

Author: Oscar Tiago Bernardes


Dear Researchers,

You are invited to submit a chapter proposal for a book about Cross-Disciplinary Uses of Gamification in Organizations.

Chapter proposals (1.000 to 2.000 words) may be submitted at this , on or before Wednesday, 26 May 2021.

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Gaming is increasingly present in our society and everyday lives, as a form of leisure so, we play in different contexts and situations, with the aim of gaining pleasant and single experiences for ourselves and for other people. The gamification concept and its operationalization in non-gaming contexts has become a growing practice in several contexts. According to Xi & Hamari (2020), gamification represents one of the greatest technological tendencies of the last decade, given the interest shown by organizations, which are progressively seeking to increase the involvement and motivation of their audiences, to promote the brands’ role through information and communication technologies (Kotler, Kartajaya, & Setiawan, 2017; Shen, Choi, Joppe, & Yi, 2020). The value of the gamification market in 2016 was expected to increase to $2.8 billion (Lucassen & Jansen, 2014), $5.5 billion in 2018 (Conaway & Garay, 2014) and $19.39 billion by 2023 (Xi & Hamari, 2019). However, regardless of the possibility of a major expected growth, the authors Lucassen & Jansen (2014) state that the expected gamification concept adoption rate is not present in the literature. The gamification concept has shown widespread adoption by the services sector recently and 70% of the organizations present in Global 2000 were expected to have at least one gamified application or service in 2014 (Conaway & Garay, 2014; Hamid & Kuppusamy, 2017). This technological novelty is the basis for an innovative change in many kinds of environments such as in education, commerce, marketing, work, health, governance, sustainability, among others. This publication will contribute to the gamification field by investigating original contributions and methods that use gamification in various domains and areas.

Recommended topics include, but are not limited to, the following:

  • Marketing / Users  – Engagement, experience, motivations, user/player types
  • Education – Serious games, game-based learning, simulation games, gamification in education, games & math
  • Media – eSports, streaming, social media and gamification, gamification in journalism & media
  • Commerce – Business models, free-to-play, gamification in marketing/advergaming, adoption
  • Work – Organizational gamification, gameful work, gamification in leadership, playbour
  • Technology – Virtual reality, augmented reality, internet of things, wearables, AI, machine learning, privacy, security
  • Toys & play – Toy play, toy design/creation, toys in education, internet of toys, toyfication, roleplay
  • Health – Quantified self, games & gamification for health, health benefits, COVID-19, mental health
  • Culture – Ludification, history of games and gamification, gamification in society, social structures, storification
  • Governance – Democracy, participation, law enforcement, e-justice, cyber forensics, urban planning, smart cities, surveillance
  • Sustainability – Planet, people, prosperity, peace
  • Design – Design principles, design methods, designing gamification, gamification artefacts
  • 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
  • Theories/concepts/methods – Contributions to science around gamification

Submission Procedure

Researchers and practitioners are invited to submit on or before May 26, 2021, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by June 9, 2021 about the status of their proposals and sent chapter guidelines.Full chapters are expected to be submitted by August 8, 2021, and all interested authors must consult the guidelines for manuscript submissions at prior to submission. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Cross-Disciplinary Uses of Gamification in Organizations. All manuscripts are accepted based on a double-blind peer review editorial process.

Objetive:

This comprehensive and timely publication aims to be an essential reference source, building on the available literature in the field of Gamification for economic and social development while providing for further research opportunities in this dynamic and growing field. Thus, the book aims to provide the opportunity for a reflection on this important issue, increasing the understanding of the importance of Gamification in the context of organizations’ improvements, providing relevant academic work, empirical research findings and, an overview of this relevant field of study.

Target Audience:

Interdisciplinary researchers, marketing managers, students, and technology developers in the field of electronic services will find this book useful for furthering their knowledge and research.

Editors:

A book edited by Oscar Bernardes (University of Aveiro, Portugal & Polytechnic of Porto, Portugal), Vanessa Amorim (Polytechnic of Porto, Portugal) and António Carrizo Moreira (University of Aveiro, Portugal)

Publisher

This book is scheduled to be published by IGI Global. IGI Global takes pride in having publications indexed by major indices worldwide. So long as they meet the required criteria, all IGI Global publications are submitted for indexing to indices including Web of Science, Scopus, Inspec, PsycINFO, Ei Compendex, and more. For additional information regarding the publisher, please visit . This publication is anticipated to be released in 2022.

Important Dates

May 26, 2021: Proposal Submission Deadline
June 9, 2021: Notification of Acceptance
August 8, 2021: Full Chapter Submission
September 21, 2021: Review Results Returned
November 2, 2021: Final Acceptance Notification
November 16, 2021: Final Chapter Submission

Inquiries can be forwarded electronically by mail to: 25180025@iscap.ipp.pt

More information:

Best regards,
Editors