Unethical Gamification: A Literature Review

dc.contributor.author Al‐Msallam, Samaan
dc.contributor.author Xi, Nannan
dc.contributor.author Hamari, Juho
dc.date.accessioned 2022-12-27T18:56:57Z
dc.date.available 2022-12-27T18:56:57Z
dc.date.issued 2023-01-03
dc.description.abstract Gamification has become a mainstay approach in designing engaging systems, practices, and cultures across practically all walks of human life. However, as gamification mainly attempts to affect individual psychological states, motivations, attitudes, and behaviors, conscious consideration of ethical aspects, as well as underlying values and premises, is very much warranted. However, gamification research and practice have sprung up rather rapidly and myopically as boosted by the contemporary hype related to technology and games, which has led to the relative dismissal of ethical considerations in relation to gamification. In order to map these considerations and the current state of the discussion in gamification literature, we systematically reviewed research related to ethics, and particularly, possible identified and discussed harms of gamification. The corpus reveals that psychological distress, exploitation, lack of performance, and privacy issues are the most commonly contemplated possible harms, with different frequencies based on the game elements, types, and contexts.
dc.format.extent 10
dc.identifier.doi 10.24251/HICSS.2023.136
dc.identifier.isbn 978-0-9981331-6-4
dc.identifier.uri https://hdl.handle.net/10125/102766
dc.language.iso eng
dc.relation.ispartof Proceedings of the 56th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Gamification
dc.subject ethics
dc.subject game
dc.subject persuasive technology
dc.subject psychological harm
dc.subject sustainability.
dc.title Unethical Gamification: A Literature Review
dc.type.dcmi text
prism.startingpage 1106
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