-------- Forwarded Message -------- Subject: [AISWorld] CFP: European J. of IS (EJIS) SI on Gamification Date: Tue, 3 Jul 2018 17:02:21 +0800 From: Prof. Paul Benjamin Lowry paul.lowry.phd@gmail.com Reply-To: Paul.Lowry.PhD@gmail.com Organization: The University of Hong Kong To: AIS aisworld@lists.aisnet.org
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@gmail.com Paul.Lowry.PhD@gmail.com Stacie Petter, Baylor University, USA, mailto:Stacie_Petter@baylor.edu Stacie_Petter@baylor.edu Jan Marco Leimeister, University of St. Gallen, Switzerland, mailto:janmarco.leimeister@unisg.ch 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 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 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 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
· 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
· 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 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). “ https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3202034 Setting a definition, context, and research agenda for the gamification of non-gaming systems,” 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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