2021
DOI: 10.1007/978-3-030-80129-8_35
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Exploring the Darkness of Gamification: You Want It Darker?

Abstract: Both academia and industry have shown an increased interest in gamification. To enhance the design and understanding of gamification there is a need to explore the negative aspects of the concept. Negative sides, "the darkness" of gamification is in this paper further explored. Through a systematic literature review the darkness of gamification is mapped and categorized into seven problem domains. This new information could help both industry and academia to acknowledge problem domains of gamification and deve… Show more

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Cited by 12 publications
(9 citation statements)
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References 58 publications
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“…Other unintended side effects of gamification include lower self-esteem among struggling employees, breeding an unhealthy outlook on work/life balance, privacy infringements and discouragements due to failure (Gros and van de Leemput, 2021). In a similar vein, Nyström (2021) explored the “darkness of gamification” and stated some of the unintentional side-effects of the concept such as decreased motivation, addiction, manipulation and lack of privacy among several others. Thus, employees may be hesitant to embrace gamification due to these unintentional side effects (Schmidt-Kraepelin et al , 2019).…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…Other unintended side effects of gamification include lower self-esteem among struggling employees, breeding an unhealthy outlook on work/life balance, privacy infringements and discouragements due to failure (Gros and van de Leemput, 2021). In a similar vein, Nyström (2021) explored the “darkness of gamification” and stated some of the unintentional side-effects of the concept such as decreased motivation, addiction, manipulation and lack of privacy among several others. Thus, employees may be hesitant to embrace gamification due to these unintentional side effects (Schmidt-Kraepelin et al , 2019).…”
Section: Discussionmentioning
confidence: 99%
“…These could result in “overuse” which could be driven by peer pressure and unhealthy competition among participants. This can ultimately lead to dissatisfaction among users, addiction and manipulation, thus, leading to an inaccurate evaluation of the trainee’s performance (Nyström, 2021). The issue of data integrity has also been pointed out as a challenge to the successful adoption of gamification, as the security and protection of sensitive data are not always guaranteed (Meder et al , 2017).…”
Section: Theoretical Frameworkmentioning
confidence: 99%
“…Nyström [39] also used a systematic literature review in the gamification domain to identify seven problematic categories in gamification, as follows:…”
Section: The Ethics Of Gamificationmentioning
confidence: 99%
“…online marketing techniques, to increase people's engagement levels (Koivisto and Hamari, 2019). Gamification applications are broadening in the area of marketing (Nystr€ om, 2021;Wang et al, 2022a). Gamification helps marketers retain existing customers by improving the quality of their services (Behl and Dutta, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…online marketing techniques, to increase people's engagement levels (Koivisto and Hamari, 2019). Gamification applications are broadening in the area of marketing (Nyström, 2021; Wang et al. , 2022a).…”
Section: Introductionmentioning
confidence: 99%