[AISWorld] CFP: JMIS Special Issue on Immersive Systems (Jan 30, 2018)

Dennis, Alan R. ardennis at indiana.edu
Wed Apr 5 13:10:37 EDT 2017


Journal of Management Information Systems<http://journals1.scholarsportal.info.proxy.queensu.ca/browse/07421222/v33i0003>

Special Issue on Immersive Systems

Due Date:  January 30, 2018



Immersive systems purposefully change or enhance the user's perception of reality. They include such categories as virtual reality (VR), augmented reality (AR), mixed reality (VR/AR), gamification, and serious games. For example, the recent introduction of inexpensive consumer-grade VR headsets from a variety of manufacturers has generated new interest as a way for companies to enhance existing systems and create new opportunities to engage employees and customers [e.g., 1, 4, 9, 10]. Gamification is the addition of game design elements to non-game systems, which might encompass the addition of: game mechanics (e.g., points), dynamics (e.g., challenging interactions), aesthetics (e.g., video), or narratives (e.g., fantasy) to work-related systems [e.g., 2. 7, 8]. Serious games are digital games that aim to leverage the engaging and entertaining aspect of interactive games to achieve at least one work-related goal other than entertainment [e.g., 3. 5, 6].



We call for research on business-related immersive systems - that is, the addition of immersive elements to information systems that support organizational goals. Such systems may be internally-focused (e.g., systems that support employees in their work) or externally-focused (e.g., systems that engage consumers to generate new product ideas or solve problems). In either case, the systems are instrumental, but with immersive elements added. We encourage authors to not only discuss how previous research is related to immersive systems but to describe, develop, and study the distinctive nature of the phenomena that can bring new ideas and concepts to the IS discipline.



We seek a wide range of research in content, perspectives, methods, and stakeholders affected. For example, research on immersive systems could bring together existing behavioral, design science, and economics theories to help develop cumulative knowledge in this novel area. These sorts of explorations could trigger significant breakthroughs in our understanding of IS development, adoption, use, and impacts. This research could also develop theories and frameworks that will be of great interest to those outside of the IS discipline. This research would be relevant to subject matter experts, such as marketers and managers who wish to effectively create, understand, and use immersive systems. Thus, we encourage intra- and inter-disciplinary research on immersive systems.



Example topics for the special issue include, but are not limited to:

·         Immersive elements in internally- or externally-focused information systems

·         Application of game design theories and techniques to IS development

·         Development, adoption and use of immersive platforms

·         Outcomes of immersive systems for organizations, groups, and individuals

·         Immersive systems in ERP, CRM, big data, or other large-scale systems

·         Gamification of user-generated content and crowdsourcing applications

·         Methodologies for immersive system design

·         Immersive business practices

·         New business models enabled through immersive systems

·         New theories around immersive systems

·         The unintended consequences of immersive systems.



We welcome research using a variety of methodologies, and at any level of analysis, such as:

·         High quality qualitative or quantitative research of all kinds

·         Research proposing and evaluating innovative artifacts (i.e., design science research)

·         Comprehensive theory development papers

·         Meta-analyses, thematic syntheses, and other types of theory and review papers.

Guest Editors

Huseyin Cavusoglu, University of Texas at Dallas, USA, huseyin at utdallas.edu<mailto:huseyin at utdallas.edu>

Huseyin is an associate professor of Information Systems whose research lies at the intersection of economics and information systems. He has served as an Associate Editor for MIS Quarterly and Information Systems Research on a number of special issues; and is on the Steering Committee of WEIS. He is interested in how gamification rewards can be configured to best aid organizations.

Alan Dennis, University of Indiana-Bloomington, USA, ardennis at indiana.edu<mailto:ardennis at indiana.edu>

Alan founded AIS SIGGAME (Special Interest Group on Game Design and Research) and has served as Senior Editor for MIS Quarterly. His other research interests include virtual teams (including virtual reality), NeuroIS, and designing IT to influence subconscious cognition. He has served the editorial board of JMIS 2000-2014.

Jeffrey Parsons, Memorial University of Newfoundland, Canada, jeffreyp at mun.ca

Jeff currently serves as a Senior Editor for MIS Quarterly. His research interests include the role game mechanisms can play in improving data quality in user-generated content, as well as the design and evaluation of augmented reality applications.



Timeline

We encourage authors to informally email an abstract or extended abstract to the Guest Editors prior to submission so that we can provide guidance on the paper's fit with the special issue.
Submission: January 30, 2018; official submissions should be emailed to: ardennis at indiana.edu<mailto:ardennis at indiana.edu>
Notification: April 30, 2018
1st Resubmission: August 30, 2018
Notification: November 30, 2018
2nd Resubmission: January 30, 2019
Final Decisions: March 30, 2019



References
1.       Biocca<http://journals1.scholarsportal.info.proxy.queensu.ca/search?q=Frank%20Biocca&search_in=AUTHOR&sub=>, F., Owen, C., Tang, A. et al. Attention issues in spatial information systems: Directing mobile users' visual attention using augmented reality. <http://journals1.scholarsportal.info.proxy.queensu.ca/details/07421222/v23i0004/163_aiisisuvauar.xml?q=Biocca&search_in=AUTHOR&date_from=&date_to=&sort=relevance&op=AND&q=Journal+of+Management+Information+Systems&search_in=JOURNAL&sub=> Journal of Management Information Systems<http://journals1.scholarsportal.info.proxy.queensu.ca/browse/07421222/v23i0004>, 23, 4 (2007), 163-184.

2.       Cavusoglu, H., Zhuolun, L., Huang, K. W. Can gamification motivate voluntary contributions? The case of stack overflow Q&A community, ACM Conference Companion on Computer Supported Cooperative Work & Social Computing (CSCW 2015), Vancouver, Canada.

3.       Dörner, R., Göbel, S., Effelsberg, W. and Wiemeyer, J. Serious Games Foundations, Concepts and Practice, Switzerland: Springer, 2016.

4.       Franceschi, K., Lee, R.M., Zanakis, S.H., and Hinds, D. Engaging group e-learning in virtual worlds, Journal of Management Information Systems, 26, 1 (2009) 73-100.

5.       Goode, S., Shailer, G., Wilson, M., and Jankowski, J. Gifting and status in virtual worlds, Journal of Management Information Systems, 31, 2 (2014), 171-210.

6.       Li, M., Jiang, Q., Tan, C.H., and Wei, K.K. Enhancing user-game engagement through software gaming elements, Journal of Management Information Systems, 30, 4 (201), 115-150.

7.       Liu, D., Santhanam, R., and Webster, J. Towards meaningful engagement: A framework for design and research of gamified information systems, MIS Quarterly (in press).

8.       Mingay, S., and Geschickter, C. Gamification opportunities for utilities and corporate sustainability, Gartner Research Notes, G00235813 (2012) 1-13. available online at https://www.gartner.com/doc/2233115/gamification-opportunities-utilities-corporate-sustainability,

9.       Wang, Y. and Haggerty, N. Individual virtual world competence and its influence on work outcomes, Journal of Management Information Systems<http://journals1.scholarsportal.info.proxy.queensu.ca/browse/07421222/v33i0003>, 27, 4 (2011), 299-334.

10.   Zahedi<http://journals1.scholarsportal.info.proxy.queensu.ca/search?q=Fatemeh%20Mariam%20Zahedi&search_in=AUTHOR&sub=>, F. M., Walia, N., and Jain, H. Augmented virtual doctor office: Theory-based design and assessment, <http://journals1.scholarsportal.info.proxy.queensu.ca/details/07421222/v33i0003/776_avdotdaa.xml?q=Zahedi&search_in=AUTHOR&date_from=&date_to=&sort=relevance&op=AND&q=Journal+of+Management+Information+Systems&search_in=JOURNAL&sub=> Journal of Management Information Systems<http://journals1.scholarsportal.info.proxy.queensu.ca/browse/07421222/v33i0003>, 33, 3 (2016), pp. 776-808.


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Alan Dennis
Professor and John T. Chambers Chair of Internet Systems
www.kelley.iu.edu/ardennis<http://www.kelley.iu.edu/ardennis>
AIS Vice President for Conferences (aisnet.org/?page=Conferences)<http://aisnet.org/?page=Conferences)>
Editor-in-Chief, AIS Transactions on Replication Research (aisel.aisnet.org/trr)<http://aisel.aisnet.org/trr>
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