Call for Chapters: Metaverse Mechanics for Gamifying Digital Education

Editors

Penpim Phuangsuwan, University of Phayao, Thailand
Sutithep Siripipattanakul, Kasetsart University, Thailand

Call for Chapters

Proposals Submission Deadline: June 21, 2026
Full Chapters Due: September 13, 2026
Submission Date: September 13, 2026

Introduction

The gamification of digital education through metaverse mechanics is the application of immersive virtual environments where students can interact as avatars, embark on adventures, complete tasks, and receive incentives such as points, badges, or virtual goods. These mechanics help to build interesting, personalized learning experiences where students may explore virtual classrooms, participate on tasks, and monitor their progress through real-time feedback and statistics. The metaverse will improve motivation and involvement through features like leaderboards, customized learning routes, and social features, while also encouraging cooperation to make digital education more dynamic, gratifying, and successful.

Objective

The objective of this book is to investigate and develop effective metaverse-based gamification strategies for digital education, aiming to enhance student engagement, motivation, and learning outcomes. By integrating immersive technologies and interactive game mechanics within virtual environments, the project seeks to create dynamic educational experiences that foster active participation, collaboration, and personalized learning pathways. Ultimately, the goal is to demonstrate how metaverse platforms can be leveraged to transform traditional digital education into more interactive, enjoyable, and impactful learning experiences.

Target Audience

The primary target audiences for metaverse mechanics in gamifying digital education include K-12 students, higher education learners, and adult professionals seeking continuing education or skill development. Secondary audiences encompass educators, instructional designers, educational technology developers, and academic institutions interested in adopting innovative, immersive learning solutions. Additionally, policymakers and educational administrators who influence curriculum design and technology adoption are key stakeholders. These groups stand to benefit from enhanced engagement, personalized learning experiences, and improved educational outcomes facilitated by metaverse-based gamified education.

Recommended Topics

10 recommended topics related to Metaverse Mechanics for Gamifying Digital Education: Virtual Classrooms in the Metaverse Reward Systems and Badges for Learning Achievement Avatars and Identity in Educational Games Collaborative Problem-Solving in Virtual Worlds Personalized Learning Paths Using AI in the Metaverse Using Virtual Reality for Science Simulations Gamified Assessments and Instant Feedback Safe Social Interactions and Digital Citizenship Accessibility and Inclusion in Metaverse Education Teacher Roles and Facilitation in Gamified Environments

Submission Procedure

Researchers and practitioners are invited to submit on or before June 21, 2026, 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 July 5, 2026 about the status of their proposals and sent chapter guidelines.Full chapters of a minimum of 10,000 words (word count includes references and related readings) are expected to be submitted by September 13, 2026, and all interested authors must consult the guidelines for manuscript submissions at https://www.igi-global.com/publish/contributor-resources/before-you-write/ prior to submission. All submitted chapters will be reviewed on a double-anonymized 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, Metaverse Mechanics for Gamifying Digital Education. All manuscripts are accepted based on a double-anonymized peer review editorial process.

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

Publisher

This book is scheduled to be published by IGI Global Scientific Publishing, an international academic publisher of the "Information Science Reference", "Medical Information Science Reference", "Business Science Reference", and "Engineering Science Reference" imprints. IGI Global Scientific Publishing 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 https://www.igi-global.com. This publication is anticipated to be released in 2027.

Indexing Information for Prospective Authors

IGI Global Scientific Publishing meets the criteria for inclusion in major indexing services such as Scopus; however, it is important to note that all indexing decisions are made independently by these services. IGI Global Scientific Publishing books are selectively indexed by the indexing organization after publication. Indexing cannot be guaranteed for any book prior to publication, and the indexing organization has complete control over the final selection and timeline.

Important Dates

June 21, 2026: Proposal Submission Deadline
July 5, 2026: Notification of Acceptance
September 13, 2026: Full Chapter Submission
October 25, 2026: Review Results Returned
November 22, 2026: Final Acceptance Notification
November 29, 2026: Final Chapter Submission

Inquiries

Dr. Penpim Phuangsuwan
University of Phayao, Thailand
ninewave88@gmail.com

Prof. (Assoc.) Dr.Sutithep Siripipattanakul
Kasetsart University, Thailand
sutithep@gmail.com

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