CHI-ANNOUNCEMENTS Archives

ACM SIGCHI General Interest Announcements (Mailing List)

CHI-ANNOUNCEMENTS@LISTSERV.ACM.ORG

Options: Use Forum View

Use Monospaced Font
Show Text Part by Default
Show All Mail Headers

Message: [<< First] [< Prev] [Next >] [Last >>]
Topic: [<< First] [< Prev] [Next >] [Last >>]
Author: [<< First] [< Prev] [Next >] [Last >>]

Print Reply
Subject:
From:
"Prof. Paul Benjamin Lowry" <[log in to unmask]>
Reply To:
Prof. Paul Benjamin Lowry
Date:
Fri, 1 Feb 2019 20:13:55 -0500
Content-Type:
text/plain
Parts/Attachments:
text/plain (457 lines)
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,  <mailto:[log in to unmask]>
[log in to unmask] 

            Stacie Petter, Baylor University, USA,
<mailto:[log in to unmask]> [log in to unmask] 

Jan Marco Leimeister, University of St. Gallen, Switzerland,
<mailto:[log in to unmask]> [log in to unmask] 

 

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-
gamification?utm_source=CPB&utm_medium=cms&utm_campaign=JMV06347>
http://explore.tandfonline.com/cfp/est/jmv06347-tjis-getting-serious-about-g
amification?utm_source=CPB&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>
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)


    ---------------------------------------------------------------
    For news of CHI books, courses & software, join CHI-RESOURCES
     mailto: [log in to unmask]

    To unsubscribe from CHI-ANNOUNCEMENTS send an email to
     mailto:[log in to unmask]

    For further details of CHI lists see http://listserv.acm.org
    ---------------------------------------------------------------

ATOM RSS1 RSS2