-------- Forwarded Message --------
We are excited to announce the Call for Papers for the Special
Issue - Ethics and Sustainability in Gaming and Persuasive
Systems. Please visit
https://www.emeraldgrouppublishing.com/calls-for-papers/ethics-and-sustainability-gaming-and-persuasive-systems
to have a review of topics of interest, submission details, and
editorial review board. Closing date for manuscript submissions:
30/06/2024
In this special issue, we aim to attract multidisciplinary
contributions that deal with ethics and sustainability, along with
sub-fields such as privacy, intercultural digital ethics, fair
accountable transparent (FAT). Contributions exhibiting expertise
in the application of traditional ethics sub-fields (i.e.,
applied, normative, utilitarian, virtue etc.) in relation to
games, gamification, and other persuasive and motivational systems
are also warmly welcome. We also welcome contributions that frame
more traditional and utilitarian technologies in light of new
hedonic and ludic interpretations (i.e., gamification of
surveillance and security).
List of topic areas
=== Individual well-being, health, and happiness ===
Topics of interest include, but are not limited to, the following:
- Attitude and adoption-related challenges in employing
gamification and gaming systems
- Psychological stress, concerns, and risks
- Effect of gamification on individuals’ mental and physical
health (negative aspects)
- Emotional regulation and emotional valence led by gaming systems
- The role of personality traits, individual preferences, and
tendencies in understanding the ethics of gamification
- New concepts, dimensions, and theories of ethics in the
gamification field
=== Environment, resources, and nature ===
Topics of interest include, but are not limited to, the following:
- The role of gamification in green and environmentally
sustainable decision-making
- Environmental protection, pollution, and environmentally
friendly behaviors
- The relationships between gaming systems, humans, and nature
- The role of gamification in addressing or leading to recourse
waste, overuse, overconsumption, and recycling
- Development and examination of gamified sharing platforms and
game-based approaches for facilitating circular economy
=== Society, culture, and value ===
Topics of interest include, but are not limited to, the following:
- Gaming systems, empathy, and pro-social behavior
- Gamification-based techniques for ethics and moral literacy
- Dilemmas and conflicts between ethics, laws, and policy in
gamification
- Gamification, business ethics, and corporate social
responsibility
- Cultural factors, religions, values, social norms, regulations,
and ethics in gamification theory and practice
=== Governance, organizational management, and resilience ===
Topics of interest include, but are not limited to, the following:
- Ethical dilemmas between individual interests and organizational
interests
- Gamification-based approaches for ethical training in
organizations
- Gamification and employee well-being and resilience
- The role of gamification on ethical leadership, human-centric
organizations, and performance
- Ethical issues in partnerships across organizations
- Gamification, citizenship behavior and compliance
=== Technology, systems, and design ===
Topics of interest include, but are not limited to, the following:
- Ethical principles for metaverse (AR, VR, MR, and XR)
technology, platforms, and market
- AI-driven technologies, ethics, and privacy experience
- Ethics in grassroots software development
- Ethical design and employment of gaming wearables
- Ethical issues related to FinTech, social robotics, virtual
agents, esports and streaming technologies, tracking and
geospatial location technologies
Research Design and Methodological Requirements
- This special issue encourages a variety of research designs and
methodological approaches including (but not limited to):
- Conceptual studies for theory building and development
- Quantitative approaches including surveys, experiments, and
studies employing physiological measurements
- Qualitative approaches including case studies, focus groups, and
workshops
- Literature review studies (e.g., meta-analytic, systematic,
narrative, scoping)
- Direct observations and ethnography / netnography studies
- Design principles and system development
=== GENERAL INFORMATION ===
Internet Research (IntR) is an international and refereed journal
that is indexed and abstracted in major databases (e.g., SSCI,
SCI, ABI/INFORM Global), with an impact factor of 6.353 in 2021.
The guest editors of the special issue are Nannan Xi, Rebekah
Rousi, Juho Hamari, Pekka Abrahamsson and Ville Vakkuri.
https://www.emeraldgrouppublishing.com/calls-for-papers/ethics-and-sustainability-gaming-and-persuasive-systems
=== CONTACT ===
nannan.xi@tuni.fi<mailto:nannan.xi@tuni.fi>, Assistant
Professor in Gamification (tenure track), Tampere University
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