*Call for Book Chapters* *Gamification and Global Business Management: Mapping the Future* *Editors:* Abhishek Behl (Management Development Institute, Gurgaon, India) Brinda Sampat (NMIMS University, Mumbai, India) Vijay Pereira (NEOMA Business School, France) *Introduction:* These days, the term "gamification" is increasingly, and at the same time, widely used in business. Globally, businesses are adopting gamification as the primary method in transforming business operations. Gamification refers to the practice of incorporating game concepts into non-game environments, such as a corporate website, online community, or company intranet, in order to boost employee engagement. Gamification aims to engage and motivate customers, staff members, and partners to encourage co-operation, sharing and interaction. Businesses utilize game elements, such as leaderboards, badges and rewards to recruit, onboard, and train new employees; to motivate compliance with administrative requirements, such as filing travel and expense reports, to engage remote teams and to improve employee performance. Gamification helps organization by encouraging the desired employee behaviour. This book considers the application of gamification and its implementation in the business context across global enterprises. It aims to explain the importance and applications of gamification towards the business context in areas including marketing, human resource management and financial services and provide an understanding of the essence of gamification in organizations, its role in the present. We investigate the founded applications and games within the book chapters, based on the organizational behavioral context, international marketing management and financial services context. Furthermore, we present practical real world examples of application-based gamification for organizations in this book. *Scope of the Book:* The book aims to receive chapters along the lines of the tentative list given below. Chapter 1: Introduction: Gamification in Global Environment Chapter 2: Theoretical foundation of Gamification in enterprises for global employee engagement Chapter 3: Gamified International Human Resource Management Chapter 4: Gamification as a global business strategy for competitive advantage Chapter 5: Gamification to improve brand awareness and loyalty Chapter 6: Global customer engagement through gamified mobile apps Chapter 7: Changing face of international Fin-tech in a gamified environment Chapter 8: Role of Gamification in Digital Supply chain transformation Chapter 9: Gamification and artificial intelligence: Knowing international stakeholders Chapter 10: Dark side of Gamification: Ethics, Privacy, surveillance, and monitoring in the use of gamified elements Chapter 11: Future of Gamification in organizations: A scoping review *Submission Process:* The chapter should be submitted to Prof. Abhishek Behl at [log in to unmask] with a cc to the Prof. Brinda Sampat ( [log in to unmask]) and Prof. Vijay Pereira ([log in to unmask]). *Important Dates:* *Submission of Abstract: 30th June 2023* *Acceptance of Abstract: On a rolling basis* *Submission of First Draft: 30th October 2023* *Review Results: 30th November 2023* *Submission of Final Draft: 15th December 2023* *Publishing of the book: Early 2024* Regards Abhishek Behl Assistant Professor - Management Development Institute, Gurgaon, India ____ AIB-L is brought to you by the Academy of International Business. For information: http://aib.msu.edu/community/aib-l.asp To post message: [log in to unmask] For assistance: [log in to unmask] --- You must be an active AIB member to post to AIB-L . AIB-L has a moderator which checks messages for basic relevance. However, AIB does not edit or screen messages for accuracy or reliability of content. All subscribers are recommended to perform their own due-diligence before responding to any requests or calls. AIB accepts no liability for the content of this email, or for the consequences of any actions taken on the basis of the information provided.