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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, Virginia Tech,
Paul.Lowry.PhD@gmail.com
<mailto:Paul.Lowry.PhD@gmail.com>
Stacie Petter, Baylor University, USA,
Stacie_Petter@baylor.edu
<mailto:Stacie_Petter@baylor.edu>
Jan Marco Leimeister, University of St. Gallen, Switzerland,
janmarco.leimeister@unisg.ch
<mailto:janmarco.leimeister@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, Queen’s University
Dov Te’eni, Tel Aviv University, Israel
Joe Valacich, University of Arizona
K.K. Wei, National University of Singapore
Ping Zhang, Syracuse University
For latest link to SI CFP and EJIS, please see
http://explore.tandfonline.com/cfp/est/jmv06347-tjis-getting-serious-about-g
amification?utm_source=CPB
<
http://explore.tandfonline.com/cfp/est/jmv06347-tjis-getting-serious-about-
gamification?utm_source=CPB&utm_medium=cms&utm_campaign=JMV06347>
&utm_medium=cms&utm_campaign=JMV06347
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.[1] 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 (e.g., video gaming)
are not
appropriate but all forms of ‘serious games’ are (e.g., games used
to change
human behaviour and motivation for non-hedonic purposes). However,
papers do
not have to be empirical or include original data.
Topics include, but are not limited to, the following aspects of
gamified
systems:
* 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)
programs
* Gamifying e-health and mobile healthcare
* Gamifying media for enhanced outcomes
* Improving interactivity and engagement in systems through
gamification
* Improving Quantified Self 2.0 fitness and health platforms
through
gamification
* IT governance for gamified systems
* Leveraging intrinsic motivations in gamification other than
‘joy’
* Measurement and validation of novel intrinsic motivations in
gamification
* 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
* ‘Serious games’ for changing human behaviour or motivation for
non-hedonic purposes (e.g., therapy, education, addiction
recovery,
training, simulations)
* 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
gamification
* Theory building to support the study of gamified systems
* Training and educational techniques for the workplace via
gamification
* Unexpected and novel uses of gamification
* Virtual worlds for business purposes
General dates:
* 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
30,
2019
* 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,
2020
* 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
AE’s
* 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
* Andrea Everard, U. of Delaware
* 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
University
* 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),
119–133.
Blohm, Ivo & Leimeister, Jan Marco (2013). Gamification.
Business &
Information Systems Engineering, Vol. 5(4), 275–278
Deterding, S.; Khaled, R.; Nacke, L.E.; & Dixon, D. (2011).
Gamification:
Toward a definition. CHI 2011 Gamification Workshop, Vancouver,
12–15.
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), 413–434.
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),
247–253.
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.
35(June), 179–188.
Li, M.; Jiang, Q.; Tan, C.H.; & Wei, K.K. (2014). Enhancing
user–game
engagement through software gaming elements. Journal of Management
Information Systems, vol. 30(4), 115–150.
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), 163–181.
Liu, De; Lin, Xun; & Santhanam, Radhika (2013). Digital Games
and Beyond:
What Happens When Players Compete? MIS Quarterly, vol. 37(1),
111–124.
Liu, De; Santhanam, Radhika; & Webster, Jane (2017). Toward
Meaningful
Engagement: A Framework for Design and Research of Gamified
Information
Systems. MIS Quarterly, vol. 41(4), 1011–1034.
Looyestyn, J., Kernot, J., Boshoff, K., Ryan, J., Edney, S., &
Maher, C.
(2017) “Does Gamification Increase Engagement with Online
Programs? A
Systematic Review” PLOS One, 12(3):
https://doi.org/10.1371/journal.pone.0173403.
Lowry, Paul Benjamin; Gaskin, James Eric; Twyman, Nathan W.;
Hammer, Bryan;
& Roberts, Tom L. (2013). Taking ‘fun and games’ seriously:
Proposing the
hedonic–motivation system adoption model (HMSAM). Journal of the
Association
for Information Systems, vol. 14(11), 617–671.
Lowry, Paul Benjamin; Gaskin, James Eric; & Moody, Gregory D.
(2015).
Proposing the multimotive information systems continuance model
(MISC) to
better explain end–user system evaluations and continuance
intentions.
Journal of the Association for Information Systems, vol. 16(7),
515–579.
Petter, Stacie (2017). More than Child's Play: Embracing the Study
of Online
Gaming in Information Systems Research. The DATABASE for Advances
in
Information Systems, vol. 48(4), 9–13.
Horst Treiblmaier, Lisa-Maria Putz, and Paul Benjamin Lowry
(2018). “Setting
a definition, context, and research agenda for the gamification of
non-gaming systems
<https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3202034> ,”
Association
for Information Systems Transactions on Human-Computer Interaction
(THCI),
forthcoming.
Robinson, D. and Bellotti, V. (2013) “A Preliminary Taxonomy of
Gamification
Elements for Varying Anticipated Commitment,” CHI ’13, Paris,
France.
Robson, K.; Plangger, K.; Kietzmann, J.H.; McCarthy, I., et al. Is
it all a
game? (2015). Understanding the principles of gamification.
Business
Horizons, vol. 58(4), 411–420.
Sailer, M., Hense, J.U., Mayr, S.K., & Mandl, H. (2017) “How
Gamification
Motivates: An Experimental Study of the Effects of Specific Game
Design
Elements on Psychological Need Satisfaction” Computers in Human
Behavior,
Vol. 69, 371–380
Santhanam, Radhika; Liu, De; & Milton Shen; & Wei–Cheng.
Research
Note—Gamification of technology–mediated training: Not all
competitions are
the same. Information Systems Research, vol. 27(2), 453–465.
Scheiner, C.W. (2015). The motivational fabric of gamified idea
competitions: The evaluation of game mechanics from a longitudinal
perspective. Creativity and Innovation Management, vol. 24(2),
341–352.
Suh, Ayoung; Cheung, Christy MK; Ahuja, Manju; & Wagner,
Christian (2017).
Gamification in the workplace: The central role of the aesthetic
experience.
Journal of Management Information Systems, Vol 34(1), 268–305.
Te’eni, Dov (2016). Contextualization and problematization,
gamification and
affordance: A traveler’s reflections on EJIS, European Journal of
Information Systems, vol. 25(6), 473–476.
Trinkle, B.S.; Crossler, R.E.; & Warkentin, M. I'm game, are
you? (2014).
Reducing real-world security threats by managing employee activity
in online
social networks. Journal of Information Systems, vol. 28(2),
307–327.
Wouters, P.; van Nimwegen, C.; van Oostendorp, H.; & van der
Spek, E.D.
(2013) A meta-analysis of the cognitive and motivational effects
of serious
games. Journal of Educational Psychology, vol. 105(2), 249–265.
Yee, N. (2014) The Proteus Paradox: How Online Games and Virtual
Worlds
Change Us – And How They Don’t. Yale University Press
Zichermann, Gabe, and Christopher Cunningham. Gamification by
design:
Implementing game mechanics in web and mobile apps. O'Reilly
Media, Inc.,
2011.
_____
[1] Slavin, Kevin (June 9, 2011). ‘In a World Filled With Sloppy
Thinking’
http://slavin.tumblr.com/post/6353625142/in-a-world-filled-with-sloppy-think
ing-this (last accessed 06-May-2018)
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