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[ecrea] Call for Papers - Handbook of Research on Trends in Gamification

Thu Feb 13 19:45:26 GMT 2014





CALL FOR CHAPTER PROPOSALS

Proposal Submission Deadline: March 15, 2014

Handbook of Research on Trends in Gamification

A book edited by

Harsha Gangadharbatla (University of Colorado Boulder, USA)

Donna Davis (University of Oregon, USA)



To be published by IGI Global: http://bit.ly/1h8cIrS



For release in the Advances in Multimedia and Interactive Technologies (AMIT) Book Series.



ISSN: 2327-929X



The Advances in Multimedia and Interactive Technologies (AMIT) Book Series investigates the relationship between multimedia technology and the usability of web applications. This series aims to highlight evolving research on interactive communication systems, tools, applications, and techniques to provide researchers, practitioners, and students of information technology, communication science, media studies, and many more with a comprehensive examination of these multimedia technology trends.



Introduction

Gamification is the application of game-thinking and game dynamics in non-game contexts to engage users, facilitate learning, and solve problems. Games are being used across disciplines in education, environment, government, marketing, web and mobile app design, news, social good, work and health. Researchers in all of these fields are working toward bettering our understanding of how game dynamics can be used in non-game contexts to produce desired outcomes. However, there is a need for existing research on gamification from diverse fields to be compiled into a single volume handbook. Several things can be accomplished as a result of cutting across multiple disciplines: first, gamification researchers from one field will be exposed to the work of others in unrelated areas; second, exposure to research from multiple fields will enhance their own understanding of gamification; third, an increased understanding will lead to interesting research ideas and collaborations among otherwise unrelated fields; and finally, such a collection can help advance our understanding of game theory and its application across disciplines.



Objective of the Book

The overall mission is for this handbook to be one of the seminal publications in the area of gamification. We envision this book to be a key reference at both undergraduate and graduate-level across a wide variety of fields--marketing, education, health comm, government, design, journalism, work, and social work. The main objective is to bring together academic and industry minds from a variety of fields all connected by an interest in understanding the role of game dynamics or gamification in non-game contexts.



Target Audience

The Handbook of Research on Trends in Gamification seeks to bridge the gap across multiple disciplines as well as the gap between professional and academic research on gamification. Such a unique compilation of research on gamification from a wide variety of fields will educate researchers across disciplines and facilitate future cross-pollination in this area. This publication will appeal to a broad audience from at least 10 different areas—marketing, journalism, education, environmental communication, government, design and architecture, social work, health and medicine, work and human resources, and law. This book can potentially be used in any undergraduate or graduate course in the area of gamification and digital media.



Recommended topics include, but are not limited to, the following:

Topics appropriate for this cross-disciplinary handbook include, but are not limited to, the following:

v History of gaming, gamers, and gamification
v Health and behavioral change through gamification (e.g., quantified self movement)
v Gaming for social change and good
v Learning through games (e.g., educational games)
v Use of games in business (e.g., marketing, human resource training and motivation, sales, crowdsourcing and product development)
v Saving the environment through gamification
v Gamification of news and journalism
v Inspiring and enhancing creativity through games (e.g., gamification of app design)
v Cross-cultural issues in gamification
v Metrics and measurement issues
v Privacy, risk, ethics, and legal issues in gamification



Submission Procedure

The editors invite both academic and industry professionals from diverse disciplines interested in expanding the body of knowledge of this intriguing area to submit chapters for publication consideration. Individuals interested in submitting chapters should send a letter of interest, including your name, affiliation, and chapter proposal electronically by March 15, 2014. Proposals (2-3 pages) should provide a descriptive outline and clearly explain the purpose and contribution of the chapter. Please upload your proposals by clicking on this link. Acceptance notifications will be sent by April 15th, 2014. Upon acceptance, authors will have until July 31, 2014 to prepare a chapter of approximately 12,000 to 14,000 words. Each chapter will be subject to a peer review process and must not have been published, accepted for publication, or presently under consideration for publication elsewhere. Guidelines for preparing the final chapter will be sent upon acceptance notification.



Publisher

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 book is anticipated to be released in 2014.



Important Dates

Chapter Proposal Due - March 15, 2014
Acceptance Notifications - April 15, 2014
Full Chapters Due - July 31, 2014
Review Results to Authors - September 30, 2014
Revised Chapters Due - October 30, 2014
Final Acceptance Notifications - November 15, 2014
Submission of Final Chapters - November 30, 2014



Inquiries can be forwarded to
Donna Z. Davis
Assistant Professor
School of Journalism and Communication
University of Oregon
70 NW Couch Street, Suite 350C
Portland, Oregon 97209
Phone (503) 412-3658
(dzdavis /at/ uoregon.edu)



--
Samira Rajabi
(Samirajabi /at/ gmail.com)




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