Gamification as a Sustainable Source of Motivation
A special issue of Sustainability (ISSN 2071-1050). This special issue belongs to the section "Sustainable Education and Approaches".
Deadline for manuscript submissions: closed (31 December 2021) | Viewed by 24508
Special Issue Editor
Special Issue Information
Dear Colleagues,
Gamification has arisen as a sustainable source of motivation that, through the users’ interactions with the affordances embedded in a system, directs individuals toward the attainment of target behaviors. This is why it has been particularly beneficial in contexts where individuals need to display long-term commitment and persistence, such as sustainable behaviors, education and exercise.
The purpose of this Special Issue is to provide new insights into the effects of gamification at different levels. At the transformative level, gamification has been shown to be a highly effective means of motivating sustainable consumption, education and health. At the customer level, gamification can increase marketing effectiveness by promoting user commitment, user engagement, willingness to pay, the adoption of product innovations, customer loyalty and participation. At the intraorganizational level, gamification has great potential to motivate employees and enhance their productivity. At the in-game level, gamification has the potential to enhance users’ experiences by increasing their enjoyment, motivation, engagement, effort and persistence.
In this Special Issue, we encourage a wide range of submissions from any disciplinary background, including empirical and conceptual research papers, case studies, and reviews that advance the state of the art in examining gamification. The topics of interest for this Special Issue include (but are not limited to) the following:
- Gamification design, game dynamics and motivational affordances;
- Gameful experiences, user motivation and user engagement;
- Gamification in education and game-based learning;
- Sustainable gamification and green gamification;
- Serious games and simulation games;
- Work gamification;
- Games for health;
- Gamification in marketing;
- Player/user types and gamification effectiveness;
- The side-effects and long-term effects of gamification;
- The societal impacts of and ethical issues surrounding gamification.
Prof. Dr. Sara Catalán Gil
Guest Editor
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Keywords
- gamification
- serious games
- game design
- gameful experiences
- game dynamics
- user motivation
- user engagement
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