[AISWorld] CFP: European J. of IS (EJIS) SI on Gamification
Prof. Paul Benjamin Lowry
paul.lowry.phd at gmail.com
Tue Jul 3 05:02:21 EDT 2018
Call for Papers: European Journal of Information Systems (EJIS) Special
Issue on Getting Serious about Gamification: Putting more than mere Fun and
Games into Systems
Special Issue Editors:
Paul Benjamin Lowry, The University of Hong Kong, China,
<mailto:Paul.Lowry.PhD at gmail.com> Paul.Lowry.PhD at gmail.com
Stacie Petter, Baylor University, USA,
<mailto:Stacie_Petter at baylor.edu> Stacie_Petter at baylor.edu
Jan Marco Leimeister, University of St. Gallen, Switzerland,
<mailto:janmarco.leimeister at unisg.ch> janmarco.leimeister at unisg.ch
Special Issue Senior Advisory Board:
Torkil Clemmensen, Copenhagen Business School, Denmark
Dennis Galletta, University of Pittsburgh
Radhika Santhanam, University of Oklahoma
Jane Webster, Queens University
Dov Teeni, Tel Aviv University, Israel
Joe Valacich, University of Arizona
K.K. Wei, National University of Singapore
Ping Zhang, Syracuse University
For many centuries, people of all ages, cultures, and backgrounds have
played games for fun, and occasionally for profit. Gaming has become even
more popular with the advent of digital gaming and Internet-based gaming.
Thus, gaming has become a serious business and area of research, to the
extent that academic researchers are studying gaming and its potential
applications to nongaming areas.
The interdisciplinary research area of applying gaming or game-like elements
to non-gaming contexts is referred to as gamification. Gamification has
been a promising method in systems design to increase engagement, flow,
learning, interactivity, cognitive absorption, intrinsic motivation, team
performance and the like. Gamification is thus an emerging research area
that is attracting increasing attention from researchers in many fields.
However, this is an area of research that is particularly lacking in strong
theory development, causal experimental designs, proper measurement, and an
understanding of just how gaming elements aid serious systems use.
Meanwhile, the extant empirical research has reported conflicting results on
its effectiveness and efficiency. Thus, there is an open question as to how
useful gamification is, and if the present scientific approaches to studying
it are sufficiently rigorous. Moreover, we have to identify just how
gamification studies could inform us on what makes us feel fun or experience
enjoyment in our interactions with systems.
Indeed, in 2011 MIT Professor Kevin Slavin was early to criticize business
research into gamification as flawed, misleading, and full of sloppy
thinking. As example, he emphasized such research lacks basic
understanding of intrinsic and extrinsic motivation in gameplay. Little has
changed since his criticisms were first aired. To date, much of the
implementation of gamification relies on a simplistic understanding that the
point of gamification is fun and the way to implement this is through
readily copied elements such as points, leader boards, and avatars. By
contrast, we argue that gamification can and should be much more than this,
to reach its full potential. Instead, we see gamification as fundamentally
about appealing to powerful intrinsic motivations that make us human and
that are more than mere fun: altruism, mastery, competition, learning,
achievement, competition, socializing, charity, closure, self-expression,
love, control and so on.
Hence, to date, one could argue that we know very little about how to best
implement gamification to augment the use and outcomes of serious systems.
We have yet to fully leverage and understand the underlying powerful
intrinsic motivations that make gamification create synergies with serious
systems. Information systems researchers, who long have studied serious
systems, should be among the leaders explaining how such systems can be
improved via gamification.
Against this compelling backdrop, this special issue will provide an outlet
for further development of leading research that considers gamification
research in the context of information systems and related artefacts.
This special issue welcomes contributions from many lenses: design science,
empirical primary or secondary data, qualitative or case studies,
neuroscience / HCI studies, sociotechnical studies, organisational research,
individual-level behavioural research, or review / theory building articles.
However, we cannot accommodate studies primarily grounded in
mathematics/algorithms, computer science or mathematical modelling.
Moreover, the context must substantially deal with gamification applied to
information systems. Thus, pure gaming papers are not appropriate. However,
papers do not have to be empirical or include original data.
Topics include, but are not limited to, the following aspects of gamified
· Adoption, use, and continuance of gamified technology
· Augmented and virtual reality in improving organisational systems
· Cross-cultural organisational issues in gamification
· Crowdsourcing and gamification
· Design and development of gamified information systems
· Exploitation of employees and social ills of gamification
· Gamified Security, Education, Training, and Awareness (SETA)
· Gamifying e-health and mobile healthcare
· Gamifying media for enhanced outcomes
· Improving interactivity and engagement in systems through
· Improving Quantified Self 2.0 fitness and health platforms through
· IT governance for gamified systems
· Leveraging intrinsic motivations in gamification other than joy
· Measurement and validation of novel intrinsic motivations in
· Mobility and gamification
· Negative user effects and unintended consequences of gamification
· New design artefacts of gamification
· Organisation consequences of gamification design
· Psychology of enjoying systems
· Social impacts of gamification
· Socio-technical mechanisms for fostering gamification
· Storytelling and narratives to improve system engagement
· The intersection of the information systems artefact and
· Theory building to support the study of gamified systems
· Training and educational techniques for the workplace via
· Unexpected and novel uses of gamification
· Virtual worlds for business purposes
· Initial CFP and solicitation of manuscripts: June 30, 2018 to
December 31, 2018
· EJIS submission system open for submissions: January 1, 2019 to
February 28, 2019
· Screening decisions / send out to AEs and reviewers: March 1, 2019
to May 31, 2019
· Decisions on revisions / rejections from 1st round: June 01, 2019
to August 31, 2019
· Due date for authors to submit 2nd round of revisions: November
· Decision on revisions / rejections from 2nd round: December 1,
2019 to February 15, 2020
· Due date for authors to submit 3rd round of revisions (should only
be minor / moderate, no major revisions at this point to make SI): May 01,
· Final publishing decisions, hand-off to publisher for proofs
processing: June 30, 2020
Questions? Please contact Paul, Stacie, or Marco.
Special Issue Editorial Review Board of Senior Reviewers and Guest AEs
· Idris Adjerid, Virginia Tech University
· Manish Agrawal, U. of South Florida
· Miguel Aguirre-Urreta , Florida International University
· Jeffry Babb, West Texas A&M University
· Jordan B. Barlow, University of St. Thomas
· Ivo Blohm, U. of St. Gallen
· "Neo" Bui Quang, Rochester Institute of Technology
· J. Burns, Baylor University
· Jinwei Cao, U. of Delaware
· Sutirtha Chatterjee, University of Nevada, Las Vegas
· Christy M.K. CHEUNG, Hong Kong Baptist University
· Robert E. Crossler, Washington State University
· David Eargle, U. of Colorado Boulder
· Xiaowen Fang, DePaul University
· Deborah Fels, Ryerson University
· James Gaskin, Brigham Young U.
· Matt Germonprez, University of Nebraska at Omaha
· Jennifer E. Gerow, Virginia Military Institute
· Juho Hamari, Tampere University
· Bryan Hammer, Oklahoma State U.
· Milena Head, McMaster University
· Mary Ho Shuyuan, Florida State University
· David M. Hull, U. of Texas at Tyler
· Tabitha L. James, Virginia Tech
· Jeff Jenkins, Brigham Young U.
· Matthew L. Jensen, University of Oklahoma
· Zhenhui (Jack) Jiang, National University of Singapore
· Richard Johnson, University at Albany
· Tuomas Kari, University of Jyväskylä
· Weiling Ke, Clarkson University
· Mark J. Keith, Brigham Young U.
· J.B. (Joo Baek) Kim, University of Tampa
· Effie Law, University of Leicester
· Li Xun, Nicholls State University
· Na "Lina" Li, Baker College
· De Liu, U. of Minnesota
· Eleanor Loiacono, Worcester Polytechnic Institute
· Gregory Moody, University of Nevada, Las Vegas
· Fiona Fui-Hoon Nah, Missouri University of Science and Technology
· Luis de-Marcos, Universidad de Alcalá
· Rachida Parks, Quinnipiac University
· Kirk Plangger, King's College London
· Nathan Prestopnik, Ithaca College
· Jeffrey G. Proudfoot, Bentley University
· Tom L. Roberts, U. of Texas at Tyler
· Kamel Rouibah, College of Business Administration, Kuwait
· Khawaja A. Saeed, Wichita State University
· Shu Schiller, Wright State University
· Sebastian Schuetz, U. of Arkansas
· Katie Seaborn, The University of Tokyo
· Sheng-Pao Shih, Tamkang University
· Stefan Smolnik, University of Hagen
· Heshan Sun, University of Oklahoma
· Chee-Wee Tan, Copenhagen Business School
· Jian Tang, School of Information, Central University of Finance
and Economics, China
· Jason Thatcher, U. of Alabama
· Horst Treiblmaier, MODUL University Vienna
· Ozgur Turetken, Ryerson University
· Nathan W. Twyman, Missouri University of Science and Technology
· Merrill Warkentin, Mississippi State University
· Taylor M. Wells, Brigham Young University
· Dezhi Wu, Southern Utah U.
· Dongsong Zhang, University of North Carolina at Charlotte
· Jun Zhang, University of Science and Technology of China
Non-exhaustive Example References of Appropriate Literature:
Baxter, Ryan J., Holderness Jr, D. Kip, & Wood, David A. (2015). Applying
basic gamification techniques to IT compliance training: Evidence from the
lab and field. Journal of Information Systems, vol. 30(3), 119133.
Blohm, Ivo & Leimeister, Jan Marco (2013). Gamification. Business &
Information Systems Engineering, Vol. 5(4), 275278
Deterding, S.; Khaled, R.; Nacke, L.E.; & Dixon, D. (2011). Gamification:
Toward a definition. CHI 2011 Gamification Workshop, Vancouver, 1215.
Dörner, R.; Göbel, S.; Effelsberg, W.; & Wiemeyer, J. (2016). Serious Games
Foundations, Concepts and Practice, Switzerland.
Gaskin, James E.; Lowry, Paul Benjamin; & Hull, David (2016). Leveraging
multimedia to advance science by disseminating a greater variety of
scholarly contributions in more accessible formats. Journal of the
Association for Information Systems, vol. 17(6), 413434.
Hess, Thomas, Legner, Christine, Esswein, Werner, Maaß, Wolfgang, Matt,
Christian, Österle, Hubert, Schlieter, Hannes, Richter, Peggy, & Zarnekow,
Rüdiger (2014). Digital life as a topic of business and information systems
engineering?. Business & Information Systems Engineering, vol. 6(4),
Kapp, Karl M. The gamification of learning and instruction: game-based
methods and strategies for training and education. John Wiley & Sons, 2012.
Koivisto, Jonna & Hamari, Juho. Demographic differences in perceived
benefits from gamification (2014). Computers in Human Behavior, vol.
Li, M.; Jiang, Q.; Tan, C.H.; & Wei, K.K. (2014). Enhancing usergame
engagement through software gaming elements. Journal of Management
Information Systems, vol. 30(4), 115150.
Lin, C. P. & Bhattacherjee, A. (2010). Extending technology usage models to
interactive hedonic technologies: a theoretical model and empirical test.
Information Systems Journal, vol. 20(2), 163181.
Liu, De; Lin, Xun; & Santhanam, Radhika (2013). Digital Games and Beyond:
What Happens When Players Compete? MIS Quarterly, vol. 37(1), 111124.
Liu, De; Santhanam, Radhika; & Webster, Jane (2017). Toward Meaningful
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