Gamification is the use of game mechanics, dynamics and aesthetics to attract desired human behaviours in the fields of commercial marketing, government policy, operation management, healthcare and education. This approach is more useful for Generation Y, who are more familiar with gamified environments than others.
The concept was defined in January 2011 at the Gamification Summit, San Francisco. On the strength of tremendously growing use of social network services, tablets and smart phones, the approach of gamification has been widely proliferating for a year. There are several cases of gamified systems which are applied to scientific problem solving, training of engineering professionals, human resource management, decongestion management, and procurement of public goods.
This special issue aims to solve the difficult problems that organisations tend to face in business environments when they carry out a gamification of business systems by providing scientific and practical research results.
Topics include but are not limited to:
- Game mechanics and dynamics for gamification
- Gamification methodology and processes
- Strategies and tools for gamification
- Decision factors for gamification
- Innovation cases using gamification
- Governmental and non-profit sector cases using gamification
- Cost and benefits of gamification cases
- Human cognition and performance related to gamification
- Gamified learning and training
- Legal and ethical issues of gamification
Submission of manuscripts: 31 December, 2012
Notification to authors: 31 March, 2013
Final versions due: 30 April, 2013
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