Broader Understanding of Gamification by Addressing Ethics and Diversity
2020 (English)In: HCI International 2020 – Late Breaking Papers: Cognition, Learning and Games: 22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020, Proceedings / [ed] Constantine Stephanidis, Don Harris, Wen-Chin Li, Dylan D. Schmorrow, Cali M. Fidopiastis, Panayiotis Zaphiris, Andri Ioannou, Xiaowen Fang, Robert A. Sottilare, Jessica Schwarz, Cham: Springer, 2020, p. 688-699Conference paper, Published paper (Refereed)
Abstract [en]
The engagement achieved from gamification is a phenomenon, as gamification is being seen nowadays in a lot of industries. One reason for the massive popularity of gamification is that the use can provide easy access to a sense of engagement and self-efficacy which otherwise may not deliver. By its nature, gamification present users with challenges to overcome and use narrative structure, visuals, strategic elements, and game rules to motivate the users. Gamification is widely applied to increase user engagement, but many empirical studies on effectiveness are inconclusive, and often limited to the integration of tangible game elements such as points, leaderboards or badges. In this article, we will discuss two different perspectives: (i) Ethics: Exploitation, Manipulation, Harms, and Character (ii) Diversity: Culture, Gender and Age. The discussion will lead to opportunities for professionals and researchers to acquire relevant knowledge, assess the mechanisms for the integration of gamification in the context of meaningful engagement, and outline challenges and opportunities for further research.
Place, publisher, year, edition, pages
Cham: Springer, 2020. p. 688-699
Series
Lecture Notes in Computer Science, ISSN 0302-9743, E-ISSN 1611-3349 ; 12425
Keywords [en]
Age, Character, Culture, Diversity, Ethics, Exploitation, Gender, Harms, Manipulation, Human computer interaction, Philosophical aspects, Empirical studies, Game elements, Game rules, Narrative structures, Self efficacy, User engagement, Gamification
National Category
Human Computer Interaction Media and Communication Technology
Research subject
Interaction Lab (ILAB)
Identifiers
URN: urn:nbn:se:his:diva-19213DOI: 10.1007/978-3-030-60128-7_50Scopus ID: 2-s2.0-85092890911ISBN: 978-3-030-60127-0 (print)ISBN: 978-3-030-60128-7 (electronic)OAI: oai:DiVA.org:his-19213DiVA, id: diva2:1484713
Conference
22nd HCI International Conference, HCII 2020, Copenhagen, Denmark, July 19–24, 2020
Note
Also part of the Information Systems and Applications, incl. Internet/Web, and HCI book sub series (LNISA, volume 12425)
2020-10-292020-10-292021-01-28Bibliographically approved