[AISWorld] HICSS-48 Minitrack Serious games, Gamification and Innovation: Last Call for Papers

Imed Boughzala imed.boughzala at telecom-em.eu
Thu May 29 09:26:49 EDT 2014


HICSS-48 Call for papers for the minitrack on:
"SERIOUS GAMES, GAMIFICATION AND INNOVATION"

Part of the Collaboration Systems and Technology Track
of the Forty-Eighth Annual
Hawai'i International Conference on Systems Sciences (HICSS)
Kauai - January 5 - 8, 2015

Papers are invited for the minitrack on "SERIOUS GAMES, GAMIFICATION AND INNOVATION" as part of the Collaboration Systems and Technology Track at the Hawaii International Conference on System Sciences (HICSS). 

Serious Games are often considered to be technological applications that use games to engage individuals in an experience through which a learning or professional training aim can be explored. Serious Games use computer-mediated environments to facilitate experiential learning by simulating a real life business environment, enabling participants to explore the complexities of a business problem, including the emotional challenges. A benefit is that the learner has the opportunity to explore the dynamics of a business experience without the real life business and career consequences that may flow from failure. This provides learners with a ‘safe’ environment in which to explore the casual links between action and outcomes that can assist in the process of converting conceptual learning into application. 

In the innovation perspective, concepts such as serious gaming or gamification are the most interesting for this domain, thus:
-	Serious Game combines a serious intention - education, communication, innovation - with a game’s rules and targets.
-	Serious Gaming repurposes a game via different methods, in order to offer activities that go beyond mere entertainment.
-	Gamification uses game design to enhance individual’s willingness to participate to originally non-playful experiences.
Serious Games as learning methods have been widely developed since the 2000s mainly through a combination of major companies’ projects or calls for tender and education initiatives by academics and academic publishers developing games for third level education programs. Many applications emerged in higher and continuing education, internal and external communication or public marketing. Today, new perspectives are explored in different dimensions of the organization: human resources management (through recruitment and assessment), knowledge management or innovation. 

Serious Games challenge the notions of prevention, training, knowledge assessment, coaching, communication, data collection, etc. in various fields such as education, healthcare, marketing, safety, culture to name but a few. 

>From an academic point of view, serious games are studied in different disciplines, as informatics, psychology, education sciences or communication. In a decade, they became a field of research and business. Despite the growth in the use of serious games as an education and business development experiential learning tool, many management, education and development research questions remain underexplored and the literature remains disparate.

The “Serious games, Gamification and Innovation” minitrack focuses on:
1.	Theoretical foundations and practical approaches to understand, model, and design Serious Games.
2.	The use of Serious Games to learn, to collaborate, to train, and to innovate, and to co-create organizational and individual value.
3.	The impact of Serious Games characteristics on individual and team behavior.
4.	Methods, techniques, patterns, and best practices to support the adoption, the change management of Serious Games.
5.	The design, application, and evaluation of Serious Games.

There are no preferred methodological stances for this minitrack: this minitrack is open to both qualitative and quantitative research, to research from a positivist, interpretivist, or critical perspective, to studies from the lab, from the field, or developmental in nature. 

Themes and topics of relevance to this minitrack include, but are not limited to (related topics not listed are especially welcome):

-	Serious Games, Serious Gaming, Gamification 
-	Use of games in different managerial perspectives: HR, Recruitment, assessment, training, strategy, innovation, knowledge management.
-	Case studies on the implementation of Serious Games in education and training settings that have generalizable experience for the community of educators, including insights into the integration of Serious Gaming into management education programs (e.g. on MBA, undergraduate, MSc programs)
-	Research on the efficacy of Serious Games in attaining their learning objectives
-	Characteristics and evolution of socio-cultural approach
-	Individual and organizational adoption
-	Performance evaluation 
-	New business models in the Serious Games business
-	Strategies for the development and implementation of Serious Games in education and training settings

MINITRACK COORDINATORS:

Imed Boughzala (primary contact)
Associate Professor
Department of Information Systems
Telecom Ecole de Management
Institut Mines-Telecom

Hélène Michel
Head of the Chair “Serious Games & Innovation”
Grenoble Ecole de Management

Sara de Freitas
Associate Deputy Vice Chancellor
Curtin University- Australia

The purpose of HICSS is to provide a forum for the interchange of ideas, research results, development activities, and applications among academicians and practitioners in computer-based systems sciences. The conference consists of tutorials, advanced seminars, presentations of accepted papers, open forum, tasks forces, and plenary and distinguished guest lectures. There is a high degree of interaction and discussion among the conference participants because the conference is conducted in a workshop-like setting.

Instructions for submitting papers:
1.	Submit an electronic copy of the full paper, 10 pages including title page, abstract, references and diagrams using the review system available at the HICSS site, make sure that the authors’ names and affiliation information has been removed to ensure an anonymous review.
2.	Do not submit the paper to more than one minitrack. The paper should contain original material and not be previously published or currently submitted for consideration elsewhere.
3.	Provide the required information to the review system such as title, full name of all authors, and their complete addresses including affiliation(s), telephone number(s) and e-mail address(es).
4.	The first page of the paper should include the title and a (max) 300-word abstract.

DEADLINES:
•	May 15: 	OPTIONAL: Abstracts submitted to Minitrack Chairs for guidance, indication of appropriate content and to receive instructions on submitting full paper.
•	June 15: 	Full papers uploaded in the directory of the appropriate minitrack.
•	August 15: 	Notification of accepted papers mailed to authors.
•	September 15: 	Accepted manuscripts, camera-ready, uploaded; author(s) must register by this time.

Send all correspondence related to this minitrack to:

Imed Boughzala (primary contact)
Department of Information Systems
Telecom Ecole de Management
Institut Mines-Telecom
9 rue Charles Fourier 91011 Evry Cedex France
phone: (33) 1 60-76-45-74  fax: (33) 1 60-76-44-93
email: imed.boughzala at it-sudparis.eu




More information about the AISWorld mailing list