Gamification 2014 : Holistic Perspectives in Gamification for Clinical Practice
Call For Papers
Holistic Perspectives in Gamification for Clinical Practice
1st Call for Chapter Proposals
Chapter proposal submission deadline: January 30, 2014
It is our pleasure to invite you to consider contributing to this research topic:
Chapter proposals of one page clearly explaining the mission and concerns of
the proposed chapter are accepted until January 30, 2014.
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Daniel Novak & Bengisu Tulu & Havar Brendryen
Games in healthcare have rapidly emerged over the past decade as a potential tool to promote health and wellness among various populations. Most health games use the concept of gamification to engage patients in better managing their own care or to promote adherence to clinical care, but the concept can also be applied to primary prevention. Gamification is a broad term that refers to the use of game thinking and game mechanics in a non-game context to engage users and solve problems. Gamification is used in a variety of applications and processes to improve user engagement, return on investment, data quality, timeliness, and learning. The best examples of gamification in healthcare are in the wellness area, where games encourage exercise by turning physical activity into a game and by delivering health interventions for smoking cessation and medication adherence. Mobile phones have been shown to be effective platforms for health games due to rapid adoption rates and continuous proximity to the patients. Moreover, the use of mobile phones has clear advantages, as many health gadgets such as heart rate monitors, blood pressure cuffs, and glucometers are now able to communicate with mobile devices easily (e.g., Nike+Fuelband and RunKeeper, which incorporate GPS services). While this concept is still in its infancy, we claim that gamification will become an increasingly used framework in healthcare.
The overall objectives of this book are (1) to cover the current state and practice in health games and use of gamification in healthcare, (2) to advance understanding with respect to how health games contribute to behavior change, patients' self management of care, and adherence to care, (3) to explore future opportunities and uses of gamification in eHealth, particularly in mHealth, and (4) to discuss challenges and limitations of gamification in healthcare. The book will include review studies, empirical evidence-based medicine studies and pilots highlighting practical clinical experience related to game-based approaches, and design studies highlighting critical design elements for health games.
---------- Target Audience
This book will be of particular value to academics, researchers, clinicians, general practitioners, government officials, and business organizations (e.g., executives, marketing professionals, resource managers, etc.) and even patients working, participating, or interested in fields related to mobile health or health games. Students of Informatics, Medicine, Health Psychology, Public Health, Social Media, and Management will benefit from the research studies, reviews, cases, pilots, and analyses therein.
---------- Recommended Topics
- Reviews of the current state of Gamification in Healthcare
Technological perspectives and design studies that emphasize
IT architectures, personal health records
location aware applications
- Empirical studies and pilots that focus on clinical applications of health games
behaviour change interventions targeting smoking cessation, alcohol, diet, physical activity etc.
applications in medicine,wellness,chronic disease management
- Considerations and Issues
stakeholder analysis,social, behavioral and psychological considerations,ethical and legal consideration
managerial issues,business models,security, privacy, and trust,drop out from interventions
engagement within e-health interventions,the recruitment process (challenges with dissemination etc)
reviews (systematic, scoping, etc.)
---------- Submission Procedure
Researchers and practitioners are invited to submit a 1-page chapter proposal on or before January 30, 2014 that clearly explaining the objectives of the proposed chapter and how the proposed chapter fits with this call. Authors of accepted proposals will be notified by May 15, 2014 about the status of their proposals and sent chapter guidelines. Full chapters are expected to be submitted by June 30, 2014. All submitted chapters will be peer reviewed using a double-blind review process. Contributors may also be requested to serve as reviewers for this project.
This book is scheduled to be published 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 www.igi-global.com. This publication is anticipated to be released in 2015.
---------- Important Dates
- Proposal Submission Deadline (about 1 page ñ 500 words): January 30, 2014
- Notification of Proposal Acceptance: May 15, 2014
- Full Chapter Submission: June 30, 2014
- Review Results Returned: August 30, 2014
- Revised Chapter Submission: September 30, 2014
- Final Acceptance Notifications: October 15, 2014
- Camera Ready Chapter Submissions: October 30, 2014
For any questions, please contact the editors:
Dr. Daniel Novak
Czech Technical University in Prague,Czech Republic
Worcester Polytechnic Institute,USA
Dr. Havar Brendryen
University of Oslo, Norway
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