CROCELS’ Call for Gamification Research Chapters
Are you an academic or designer looking to have your gamification research and case-studies published? The Centre for Research into Online Communities and E-Learning Systems (CROCELS) is an international research organization that has published an open-call for anyone with research or information about the ability for gamification to solve:
- 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.
Accepted submissions will be published in a book during 2013 by IGI Global, publisher of the “Information Science Reference”, “Medical Information Science Reference,” “Business Science Reference,” and “Engineering Science Reference” trademarks.
Interested parties should have their full-chapter submissions in by March 15.
The Submission Deadlines are as follows:
- March 15, 2013: Chapter Submission
- May 30, 2013: Review Results Returned
- June 15, 2013: Final Chapter Submission
- June 30, 2013: Final Deadline
For more information visit: Call for Chapters: Gamification for Human Factors Integration: Social, Educational, and Psychological Issues
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