Call for Chapters: Next-Generation Applications and Implementations of Gamification Systems


Filipe Portela, University of Minho, Portugal
Ricardo Queirós, ESMAD, P. Porto, Portugal

Call for Chapters

Proposals Submission Deadline: January 25, 2021
Full Chapters Due: March 28, 2021
Submission Date: March 28, 2021


Gamification can be seen as the art of engaging users on some specific goal. These goals range from a simple fuel meter that allows the driver to know his cheapest rides, to complex software tools, used to engage students in their education process or to motivate company collaborators achieving the organization goals. In the last few years, gamification is being used everywhere, reinforcing user’s attitudes which, in turn, generate positive results in a specific process. Despite its apparent plethora of benefits, the unbalanced use of its main mechanics can end up in catastrophic results for a company or institution. At the same time, gamification is currently seen as the saviour for all problems, but there is a lack of knowledge of what it is, leading to its unregulated and ad hoc use without any prior planning.


The main goal of this book is to show how to put gamification in action by linking academic and informatics researchers with professionals who use gamification in their day-a-day work. The idea is to disseminate and exchange the knowledge, information and technology provided by the international communities in the area of Gamification throughout the 21st century. Another important goal is to synthesize all the trends, best practices, methodologies, languages and tools which are used to implement gamification. In order to shape the future of gamification, new paradigms and technologies should be discussed, not forgetting aspects related to regulation and certification of gamification. These last topics are crucial for the standardization of gamification. This book will present important achievements and will show how to use this concept in a full range of gamification settings able to provide decision support anywhere and anytime using this new trend of crediting the tasks. The mission of this book is promoting the cross-fertilization of gaming information and knowledge across professional and geographical boundaries, catalyzing the users engaging in several areas like education, healthcare, industry, among others. This book will be submitted to be indexed in Scopus, which will increase their visibility and interest to the community.

Target Audience

The target audience of this book will be composed of professionals and researchers working in the field of information and knowledge management in various disciplines, e.g. library, information and communication sciences, administrative sciences and management, education, adult education, sociology, computer science, and information technology. Moreover, the book will provide insights and support executives concerned with the management of expertise, knowledge, information and organizational development in different types of work communities and environments. Computer science, informatics and engineering professors and students; Researchers; Practitioners of technological companies; Managers and other professionals where gamification can be useful.

Recommended Topics

Applied Gamification (education, healthcare, pharmaceuticals, financial services, etc.) ; Best practices for Gamification; Chatbots in Gamification; Cloud gamification Deep learning Gamification Employee onboarding techniques; Game as a Service (GaaS); Gamification certification. Gamification modelling languages; Gamification frameworks; Gamification micro-services; Gamified Artificial Intelligence & Predictive Analytics New concepts and techniques in gamification design and development; Open-source gamification tools and libraries; Pervasive Gamification Systems; Standardization and Interoperability in Gamification; Strategies to implement Gamification in LMS The state of Gamification; The Artificial Intelligence and Data Science;

Submission Procedure

Researchers and practitioners are invited to submit on or before January 25, 2021, a chapter proposal of 1,000 to 2,000 words clearly explaining the mission and concerns of his or her proposed chapter. Authors will be notified by January 27, 2021 about the status of their proposals and sent chapter guidelines.Full chapters are expected to be submitted by March 28, 2021, and all interested authors must consult the guidelines for manuscript submissions at prior to submission. All submitted chapters will be reviewed on a double-blind review basis. Contributors may also be requested to serve as reviewers for this project.

Note: There are no submission or acceptance fees for manuscripts submitted to this book publication, Next-Generation Applications and Implementations of Gamification Systems. All manuscripts are accepted based on a double-blind peer review editorial process.

All proposals should be submitted through the eEditorial Discovery® online submission manager.


This book is scheduled to be published by IGI Global (formerly Idea Group Inc.), an international academic publisher of the "Information Science Reference" (formerly Idea Group Reference), "Medical Information Science Reference," "Business Science Reference," and "Engineering Science Reference" imprints. IGI Global specializes in publishing reference books, scholarly journals, and electronic databases featuring academic research on a variety of innovative topic areas including, but not limited to, education, social science, medicine and healthcare, business and management, information science and technology, engineering, public administration, library and information science, media and communication studies, and environmental science. For additional information regarding the publisher, please visit This publication is anticipated to be released in 2021.

Important Dates

January 25, 2021: Proposal Submission Deadline
January 27, 2021: Notification of Acceptance
March 28, 2021: Full Chapter Submission
May 11, 2021: Review Results Returned
June 22, 2021: Final Acceptance Notification
July 6, 2021: Final Chapter Submission


Filipe Portela
University of Minho

Ricardo Queirós
ESMAD, Polytechnic of Porto


Science and Engineering; Education; Computer Science and Information Technology; Business and Management
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