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*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

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