Journal Information
Electronic Commerce Research and Applications
Impact Factor:

Call For Papers
Electronic Commerce Research and Applications aims to create and disseminate enduring knowledge for the fast-changing e-commerce environment. A major dilemma in e-commerce research is how to achieve a balance between the currency and the life span of knowledge.

Electronic Commerce Research and Applications will contribute to the establishment of a research community to create the knowledge, technology, theory, and applications for the development of electronic commerce. This is targeted at the intersection of technological potential and business aims.

E-commerce is a multi-disciplinary area, which should be developed in co-operation with existing fields such as Information Systems and Technology; Marketing, Finance and Supply Chain Management; Business Strategy and Management; Public Policy; Computer Science and Telecommunications; and Legal Studies. We will solicit papers on current technologies from these areas, as well as publish papers on completely new topics. We also seek proposals for special issues on new topics in e-commerce that will create new directions for research.

Electronic Commerce Research and Applications is inviting submission of articles in the following fields:

Agent-based commerce; electronic auctions; e-business models; B2C and B2B EC; consumer behaviour; customer relationship management and data mining; pricing and marketing; digital economy; e-government, public policy and digital divide issues; electronic payment systems; IT and e-services; exchanges and electronic marketplaces; e-commerce in supply chain and inventory management; legal issues in e-commerce; industry studies and case analysis; economic and management science modelling; organizational and theory-building research; empirical studies of e-commerce problems; behavioral studies of e-commerce issues; recommender systems; protocols, technology and process standards for e-commerce; transformation of industries; security and trust; credit card and smart card applications; mobile-commerce and ubiquitous computing; inter-organizational systems in e-commerce; emerging technologies and technological innovation.

We also encourage Methodological studies: these should be complete and ready for implementation, rather than papers that propose new frameworks.
Last updated by Dou Sun in 2018-09-14
Special Issues
Special Issue on Gamification
Submission Date: 2019-12-31

Following these developments, our reality and lives are increasingly game-like, not only because video games have become a pervasive part of our lives, but perhaps most prominently because activities, systems and services that are not traditionally perceived as game-like are increasingly gamified. Gamification refers to designing products, services and organizational practices to afford similar experiences to games, and consequently, to attempt to create value and affect people’s behaviour. In recent years, the popularity of gamification has skyrocketed and is manifested in growing numbers of gamified applications, as well as a rapidly increasing amount of research. Healthcare, educational and organizational contexts have been especially prominent fields for gamification interventions and solutions. Gameful restructuring of activities has been perceived as a potentially effective way of increasing motivation and participation in such contexts. Research in the given contexts has seemed to support the idea that gamification can indeed be beneficial for increasing engagement and commitment in, for example, healthy habits and exercise, learning, and work. Beyond intentional gamification, gamification also refers to the general ludic transformation of our reality, culture and everyday lives. For example, recently we have witnessed the popular emergence of augmented reality games and virtual reality technologies that enable a more seamless integration of games into our physical reality. The media ecosystem has also experienced a degree of ludic transformation, with user generated content becoming an important competitor for large media corporations. This transformation has led to the development of several emerging phenomena such as streaming and esports, that have penetrated the cultural membrane allowing games to seep into domains hitherto dominated by traditional media. We welcome submission empirical, theoretical and review articles that are focused on the combined area on these topics and the scope of Electronic Commerce Research and Applications. Topics. - Users: e.g. Engagement, experience, motivations, user/player types - Education: e.g. Serious games, game-based learning, simulation games - Media: e.g. eSports, streaming - Commerce: e.g. Business models, free-to-play, gamification as marketing, adoption - Work: e.g. Organizational gamification, gameful work, gamification in leadership - Technology: e.g. VR, AR, MR, Internet of Things - Health: e.g. Quantified self, games for health, health benefits - Theories/concepts/methods: Contributions to science around gamification
Last updated by Dou Sun in 2018-09-14
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