Cloud Gamification 2023

A special issue of Information (ISSN 2078-2489). This special issue belongs to the section "Internet of Things (IoT)".

Deadline for manuscript submissions: closed (31 March 2024) | Viewed by 2803

Special Issue Editors


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Guest Editor
Department of IT in Management, University of Szczecin, 71-101 Szczecin, Poland
Interests: gamification; information systems for education; e-learning
Special Issues, Collections and Topics in MDPI journals

Special Issue Information

Dear Colleagues,

Gamification has attracted considerable attention in the fields of business and education, due to its ability to increase engagement and enhance the experience of participants. According to a recent forecast by Fortune Business Insights, the global gamification market projected to reach a value of USD 37 billion by 2027, exhibiting a compound annual growth rate of 24.8% during the forecast period of 2021 to 2027. Despite its success, this growth poses several challenges with regard to accessibility, scalability, standardization, and sustainability. These challenges can be addressed by moving the gamification layer to the cloud. Gamification as a service is often more affordable, more customizable, and more sustainable compared to on-premises solutions. Despite its advantages, the development of cloud gamification is still in its infant stage, especially with regard to standardization.

This Special Issue seeks to fill the gap between the unregulated growth of gamification services and the need for standardization, motivated by both methodological and practical reasons. We invite the designers, developers, and users of gamification systems and services to present the results of their work, identify new trends, and share methodologies and best practices for the design and implementation of gamification services in the cloud context.

The topics include, but are not restricted to, the following:

  • Applied gamification in specific industries and business areas;
  • Artificial Intelligence (AI) in gamification systems;
  • Best practices for the design of gamified UI;
  • Big data and gamification;
  • Conceptual and technical frameworks for implementing gamification in the cloud;
  • Development and evaluation of systems using cloud-based gamification services;
  • Gamification as a Service;
  • Methodologies for the implementation of gamification software for the cloud;
  • Mixed-reality gamification approaches;
  • Models and architectures for gamified cloud-based systems;
  • New concepts and techniques in gamification design;
  • Open-source gamification tools and libraries;
  • Player behavior modeling;
  • Procedures for testing gamification;
  • Standardization of gamification-related data.

Dr. Jakub Swacha
Prof. Dr. Ricardo Queirós
Guest Editors

Manuscript Submission Information

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Keywords

  • cloud gamification
  • gamification as a service
  • gamified software systems
  • gamification models
  • game data standards

Published Papers (2 papers)

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Research

31 pages, 5212 KiB  
Article
Digital Games Adopted by Adults—A Documental Approach through Meta-Analysis
by Alessandro Pinheiro, Abílio Oliveira, Bráulio Alturas and Mónica Cruz
Information 2024, 15(3), 155; https://doi.org/10.3390/info15030155 - 10 Mar 2024
Viewed by 890
Abstract
The gaming industry has seen a considerable expansion thanks to the ever-increasing and widespread consumption of digital games in different contexts of use and across all age groups. We are witnessing a commercial boom and awakening the attention of researchers from different scientific [...] Read more.
The gaming industry has seen a considerable expansion thanks to the ever-increasing and widespread consumption of digital games in different contexts of use and across all age groups. We are witnessing a commercial boom and awakening the attention of researchers from different scientific areas to address an interdisciplinary topic. Digital games consumption has inspired some studies investigating the use and adoption of these games and, in this context, we ask: “how has the use and adoption of digital games by adults been studied?”. We conducted a documental study with a meta-analysis approach to answer these questions, considering the most relevant research papers published in the last fifteen years, according to a set of inclusion criteria. The planned objectives consider identifying the main dimensions in the studies about the use and adoption of digital games by adults and the findings of this study delineate several dimensions as prospective latent variables for inclusion in future studies within acceptance models for digital games. Furthermore, our research illuminates the socialization dimension, particularly when amalgamated with other conceptual dimensions. This nuanced understanding underscores the intricate interplay between various factors influencing the acceptance and adoption of digital gaming technologies. Full article
(This article belongs to the Special Issue Cloud Gamification 2023)
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19 pages, 2078 KiB  
Article
Toward an Enterprise Gamification System to Motivate Human Resources in IT Companies
by Carolina Ribeiro, Igor Fernandes and Filipe Portela
Information 2024, 15(1), 26; https://doi.org/10.3390/info15010026 - 02 Jan 2024
Viewed by 1273
Abstract
In the age of Industry 4.0, competition between companies is becoming increasingly intense, and companies are turning to trends that aim to improve overall performance. Accordingly, the company ITEK decided to create a global gamification mechanism focused on motivating employees and encouraging them [...] Read more.
In the age of Industry 4.0, competition between companies is becoming increasingly intense, and companies are turning to trends that aim to improve overall performance. Accordingly, the company ITEK decided to create a global gamification mechanism focused on motivating employees and encouraging them to perform their tasks in order to obtain incentives. For the construction and development of this mechanism, design science research and the 6D approach to gamification were used as methodologies, including tools from the aforementioned company that can be adapted to cloud tools in future applications. With this in mind, as a result, a base artifact with potential for future implementation can be shown, having interoperability and integrity for possible changes in companies with similar needs, an architecture related to the matter, and a proof of concept, proving that is possible to implement the solution in a real-world context. This article serves as a beacon to bring practical examples to the scientific and business community that can enrich and give light to new applications related to the themes of gamification, cloud, and human resources. As such, it can be expected that the next steps will include the application of the gamification model in the company ITEK, the documentation of its application, its results for employees, and the overall performance of the company. As a result and as proof of concept, an architecture was developed that allows for the integration of eight tools and 12 rules created for the gamification model. Full article
(This article belongs to the Special Issue Cloud Gamification 2023)
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