- Introduction
- Editorial. This chapter will introduce the concept of gamification and outline the structure of the book. Agnessa Spanellis and J. Tuomas Harviainen (editors)
- Intro: why gamification is relevant. This chapter will discuss why gamification is a relevant topic in modern world and why it should be used as an effective tool to address societal challenges around the world. Michael Sutton (Akio Morita School of Business, Anaheim, CA)
- Getting participants. This chapter will discuss the issues of getting the participants and various approaches to engaging with the participants in experimentation-based research, such as participatory action research. Lobna Hassan (Tampere University, Finland)
- Social lens
- Peace-making. This chapter will describe the case of using gamification to help promote the ideas of peace and fight stereotypes and perceptions in war-torn Yemen. Philipp Busch (GIZ, Germany) - Livelihood of smallholder farmers. This chapter will describe the case of how some dimensions of multidimensional poverty, i.e. house sanitation and mouth hygiene have been improved with gamification intervention in the rural communities of Paraguay. Katharina Hammler (Fundacion Paraguaya)
- Refugee integration. This chapter will describe a case of using a gamified approach to introduce refugee children to the societal value of their new home and help them integrate faster in the society. Mela Kocher (Zurich University of the Arts, Switzerland)
- Community resilience. This chapter will present how gamification is used to increase resilience of rural communities that are prone to the effects of natural disasters and climate change. Tri Yani Sunarharum (Universitas Gadjah Mada, Indonesia)
- Social impact of gamified education. This chapter will describe how gamification can engage children from disadvantaged communities and thereby improve their opportunities and help uplift the community. Richard Landers (University of Minnesota)
- Inclusivity in the workplace. This chapter will describe a case of making science centres a more inclusive place for people with disabilities, by recreating their experiences for others with gamification. Kate Sang (Heriot-Watt University, UK)
- Environmental lens
- Ecosystems. This case will discuss how gamification can help to learn how to ecosystems in Amazon area are organised and what approaches can be used to research them more effectively. David Cole (Heriot-Watt University, UK)
- Reduction of carbon emissions. This chapter will present a case of changing the behaviour of consumers through gamification intervention in order to reduce energy consumption. Ronald Dyer (University of Sheffield, UK)
- Disaster prevention and awareness. This chapter will demonstrate how gamification can be used to increase awareness about natural disasters and mitigation of the circumstances. Hidehiko Kanegae (Ritsumeikan University, Japan)
- Public transportation. This chapter will present a case of using gamification to increase the use
About the Author: Agnessa Spanellis is an Assistant Professor at the School of Business Management, Heriot-Watt University. Her research interests are focused on the use of Games and Gamification for behavioral change, and improving organisational performance. She has set up a gaming research centre (GIECS) at Heriot-Watt University. Her latest projects include facilitating collaboration in the cooperatives of small farmers in Brazil and improving dissemination of information and resources among volunteers in the event of a volcanic eruption in rural areas of Indonesia.
J. Tuomas Harviainen is Associate Professor of Information Practices at Tampere University, Finland, and one of the editors of the journal Simulation & Gaming. His work has been published in venues such as Organization Studies, New Media & Society, Journal of Business Ethics, Technology & Culture, and Journal of Documentation.