[AISWorld] CFP | Gamification | Journal of Business Research | Deadline Nov 15th 2017
Juho Hamari
jujohama at gmail.com
Sat Apr 15 13:13:06 EDT 2017
Theoretical Perspectives and Applications of Gamification in Business
Contexts -
https://www.journals.elsevier.com/journal-of-business-research/call-for-papers/special-issue-theoretical-perspectives-and-applications-of-g
*** CALL INFORMATION ***
Special Issue Guest Co-Editors:
Juho Hamari, Tampere University of Technology (juho.hamari at tut.fi)
Petri Parvinen, University of Helsinki (patri.parvinen at helsinki.fi)
Anders Gustafsson, Karlstad University (anders.gustafsson at kau.se)
Nancy V. Wünderlich, Paderborn University (nancy.wuenderlich at upb.de)
Submission deadline: 15 Nov 2017
First revisions due: 15 March 2018
Final revisions due: 15 October 2018
Expected publication date: JBR makes articles available as soon as they
are accepted
This an open call. However, interested authors can OPTIONALLY submit a
first 10-page version to the gamification-track at the 51st Annual
Hawaii International Conference on System Sciences (HICSS-51):
Submission of 10-page version to HICSS-51: 15 Jun 2017
Deadline for HICSS-51 fast-track papers: 15 Feb 2018
http://hicss.hawaii.edu/program/hicss51-fasttrack/
http://gamification-research.org/2017/03/hicss2018/
*** CALL TEXT ***
During the last decade, games have become an established vein of
entertainment, consumer culture, and essentially, a common part of
people’s daily lives (Mäyrä, Karvinen, & Ermi, 2016). In the United
States alone 59% of the population plays computer games while revenues
of the computer games industry exceed US $15 billion (ESA, 2014).
However, in addition to the increased penetration of games, also the
ways in which people play and employ games have become more varied.
There are more different kinds of games available for a multitude of
different platforms, mediated through different technologies that cater
for differing gaming needs (Hamari & Keronen, 2017) and which use a wide
variety of business models (Hamari et al., 2017).
As a result, today, our reality and lives are increasingly game-like,
not only because video games have become a pervasive part of our lives,
but perhaps most prominently also because activities, systems and
services that are not traditionally perceived as game-like are
increasingly gamified.
Gamification refers to designing products, services and organizational
practices to afford similar experiences as games do, and consequently,
attempt to create value and affect people’s behavior (Huotari & Hamari,
2017). In recent years, popularity of gamification has skyrocketed and
manifested in growing numbers of gamified applications, as well as a
rapidly increasing amount of research (Blohm & Leimeister, 2013;
Deterding, 2015;.Marchand & Hennig-Thurau, 2013; Terlutter & Capella, 2013).
Beyond HCI and game research areas, however, gamification has thus far
remained a relatively small vein of literature in the areas of business,
marketing, and organization studies. In these areas, organizations apply
gamification primarily to motivate two stakeholder groups: employees and
consumers (Bittner & Shipper, 2014; Conaway & Garay, 2014; Hofacker et
al., 2016)
While generally gamification is regarded as a highly potential
technology, predictions about the diffusion of gamification have varied
from extremely positive outlooks (e.g. Gartner, 2011; IEEE, 2014) to
less optimistic ones (Gartner, 2012). In the academic realm, several
studies in various contexts have shown that gamification can be an
effective approach to increase motivation and engage users or
participants in a given activity (Seaborn & Fels, 2015). However, it has
also been predicted that a majority of gamification implementations are
doomed to fail due to poor understanding of how to successfully design
gamification (Morschheuser, Werder, Hamari, & Abe, 2017). This dearth in
comprehensive understanding of the phenomenon continues to inhibit
organizations from adopting and designing effective gamification approaches.
Organizations use gamification in intra-organizational settings
primarily to motivate and engage employees to adapt to job tasks or to
develop skills (Vesa, Hamari, Harviainen, & Warmelink, 2017). Research
has studied the transformation of work processes into a game-like
experience and identified the outcomes of gamification in the workplace
on both the organizational and individual employee level. As such,
studies support the beneficial effect of gamification such as improved
job satisfaction and enhanced employee productivity (Oprescu, Jones, &
Katsikitis, 2014), but also point to unintended side-effects such as a
decrease of employees’ intrinsic motivation (Thom, Millen, & DiMicco,
2012), the potential to cheating (Carignan & Lawler Kennedy, 2013;
Makanawala, Godara, Goldwasser, & Le, 2013) and short-term engagement
(Farzan et al., 2008). Due to short timeframes in studies around
gamification, there may be novelty effects in the attraction of
gamification. Therefore, more research is warranted that explores the
short-and long-term effects of gamification on customer behaviors and on
financial outcomes.
Firms implement customer-geared gamification elements to enhance
customer experiences and to encourage product adoption (Müller-Stewens,
Schalger, Häubl, & Herrmann, 2017) and value-creating behaviors such as
boost consumption, strengthen loyalty, deeper engagement, or positive
word-of-mouth (Leclerq, Hammedi, & Poncin, 2017). While research has
shown effects of gamification predominantly on short-term behaviors
(Harwood & Garry, 2015) or behavioral intentions (Bittner & Shipper,
2014), more research is warranted that explores the short-and long-term
effects of gamification on customer attitudinal and behavioral outcomes
as well as on an organization’s financial and operational outcomes. It
is of great interest to business practitioners, therefore, to answer how
gamification should be implemented in a sustainable and profitable way.
While research has focused mainly on exploring the game mechanics that
drive participation, more research is needed that focuses on the
mechanics and the underlying processes how firms, employees and customer
may derive value from gamification.
This Special Issue calls for papers that explore the phenomenon in
general, regarding both the firm, the employee and the customer
perspective. Research is needed regarding the underlying mechanisms and
drivers for the successful use of gamification in business settings. We
call for research across disciplines from engineering, social science
and humanities and welcome research from information systems, marketing,
strategic management, human resources, organizational behavior and other
fields. The objectives of this special issue are to publish findings and
exchange knowledge on gamification and its application in business
contexts. We seek studies that explore gamification application targeted
to any stakeholder group across all industry sectors.
Theoretical, empirical, experimental, and case study research
contributions are welcome. All contributions should clearly address the
practical and theoretical implications of the research reported.
Submission guidelines and deadlines
When preparing your submission, please check the JBR website for
guidelines on style and paper length:
http://www.elsevier.com/journals/journal-of-business-research/0148-2963/guide-for-authors.
Manuscript submission for the review process will be done in the
Elsevier Editorial system at the following website:
http://www.journals.elsevier.com/journal-of-business-research/
Submission deadline: 15 Nov 2017
First revisions due: 15 March 2018
Final revisions due: 15 October 2018
Expected publication date: JBR makes articles available as soon as they
are accepted
This an open call. However, interested authors can OPTIONALLY submit a
first 10-page version to the gamification-track at the 51st Annual
Hawaii International Conference on System Sciences (HICSS-51):
Submission of 10-page version to HICSS-51: 15 Jun 2017
Deadline for HICSS-51 fast-track papers: 15 Feb 2018
http://hicss.hawaii.edu/program/hicss51-fasttrack/
http://gamification-research.org/2017/03/hicss2018/
Selected paper accepted to the Gamification mini-track will be
fast-tracked into the Gamification special issue of JBR. Attending the
conference and/or submitting a manuscript to JBR for publication
consideration are independent activities; authors are welcome to engage
in one or both of these activities.
Inquiries should be sent by email to the coordinating JBR Guest
Co-Editor Nancy V. Wünderlich (nancy.wuenderlich at upb.de).
Bibliography
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Blohm, I., & Leimeister, J. M. (2013). Gamification. Business and
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Carignan, J., & Lawler Kennedy, S. (2013). Case study: Identifying
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