posted by user: jonathanbishop || 2633 views || tracked by 4 users: [display]

Gamification 2013 : Gamification for Human Factors Integration: Social, Educational, and Psychological Issues


When N/A
Where N/A
Submission Deadline Apr 15, 2013
Notification Due May 15, 2013
Final Version Due Jun 15, 2013
Categories    gamification   internet   video games   captology

Call For Papers

* Introduction

The world is changing like never before. But human beings, it seems, are not. Recent advances in Internet technology, and social networking in particular, have resulted in a number of social problems for societies to deal with. So-called Internet trolling means people are being bullied online, from what was once the safety of their home. So-called Internet addiction means spending hours online, damaging relationships and other outcomes. The solution to all these problems, it could be argued, is gamification – the application of gaming principles to non-gaming environments in order to encourage positive behaviour. Gamification can be applied in nearly any technology-supported context where the advantages of being human, such as being competitive and goal-orientated can be used for the betterment of societies, and not against them.

* Objective

The objective of this book is to advance gamification research to solve the problems arising from human-computer interaction on the Internet. In recent years there have been a number of advancements in social computing, e-learning systems and cyberpsychology theories. This book invites submissions as part of this call for chapters on theoretical and applied applications integrating these concepts with gaming theory so as to improve human interaction online.

* Recommended Topics

This call for chapters welcomes submissions on how gamification can be used to solve the following problems:

- The role of gamification for encouraging positive behaviour online; to reduce Internet trolling and cyberbullying
- The role of gamification for motivating learning and participation; such as through Classroom 2.0 or e-learning
- The role of gamification for converting users; such as lurkers into posters, browsers into buyers, and electors into voters
- The role of gamification for encouraging lawful behaviour among people with anti-social behaviours
- The role of gamification for behaviour change in general; such as captology, seductive hypermedia
- The role of gamification for improving offline communities and societies; such as through crowd-funding, e-petitions, Big Society, election campaigning
- The role of gamification for improving health; such as through agent-based systems, leader-boards, badges, and combatting depression and so-called Internet addiction.

This call for chapters is for a book to be published in 2013 by IGI Global (formerly Idea Group Inc.), publisher of the “Information Science Reference” (formerly Idea Group Reference), “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” imprints. For additional information regarding the publisher, please visit

* Submission Procedure

Researchers and practitioners are invited to respond to this call for chapters by submitting papers for this edited book on Gamification on or before March 15, 2013. All submissions must be original and may not be under review by another publication. INTERESTED AUTHORS SHOULD CONSULT THE PUBLISHER’S GUIDELINES FOR MANUSCRIPT SUBMISSIONS at

Reviews will be conducted by the relevant Editorial Reviewing Committee for the book on the basis of peer review, consisting of those with specialisms in the area of the paper submitted. Authors are also asked to submit the details of one to two experts in the field of their chapter whom the reviewers may call on for an opinion where further expertise is needed.

The Editorial Reviewing Committee will first consider whether the chapter will be of interest to the book's intended readers and its potential to draw interest and citation from the wider academic sphere. We may recommend the chapter be submitted to another call for papers if it would fit better with those.

Authors are invited to submit two to three international academics with expertise on their chapter who may or may not be called to act as reviewers on a blind review basis. A positive review(s) does not guarantee acceptance, and the editor's decision is final. Chapters must follow APA style for reference citations. Chapters can be submitted any time before the deadline, as reviewing can take place throughout the period of the advertising of this call for chapters. Successful chapters for the book will be given a letter of approval so the authors can put their publication on their CVs.

Related Resources

CHI 2020   Human Factors in Computing Systems
InWeS 2020   11th International Conference on Internet Engineering & Web Services
GamiFIN 2021   GamiFIN Conference
PERSUASIVE 2021   The 16th International Conference on PERSUASIVE TECHNOLOGY 2021
Encyclopedia 2020   Encyclopedia of Computer Graphics and Games
HUMAN 2020   3rd Workshop on Human Factors in Hypertext
VGR 2020   Video Games and Religion: Apocalypse and Utopia: Thursday 19 November 2020. Call for Papers: Submission Deadline: Friday 30 October 2020
Games and NLP 2020   Games and NLP
ICIEI--ACM, Scopus, EI 2021   ACM--2021 The 6th International Conference on Information and Education Innovations (ICIEI 2021)--Scopus, EI Compendex
J.UCS iLRN 2020   Journal Special Issue on Exploring Immersive Technologies in Learning