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