
Legal Studies and Business Ethics Papers
Document Type
Journal Article
Date of this Version
6-2016
Publication Source
Ethics and Information Technology
Volume
18
Issue
2
Start Page
157
Last Page
173
DOI
10.1007/s10676-016-9401-5
Abstract
Gamification is the use of elements and techniques from video game design in non-game contexts. Amid the rapid growth of this practice, normative questions have been under-explored. The primary goal of this article is to develop a normatively sophisticated and descriptively rich account for appropriately addressing major ethical considerations associated with gamification. The framework suggests that practitioners and designers should be precautious about, primarily, but not limited to, whether or not their use of gamification practices: (1) takes unfair advantage of workers (e.g., exploitation); (2) infringes any involved workers’ or customers’ autonomy (e.g., manipulation); (3) intentionally or unintentionally harms workers and other involved parties; or (4) has a negative effect on the moral character of involved parties.
Copyright/Permission Statement
This is a pre-publication version. The final publication is available at Springer via http://dx.doi.org/10.1007/s10676-016-9401-5
Keywords
gamification, gamification ethics, exploitation, manipulation, persuasive technology
Recommended Citation
Kim, T., & Werbach, K. (2016). More than Just a Game: Ethical Issues in Gamification. Ethics and Information Technology, 18 (2), 157-173. http://dx.doi.org/10.1007/s10676-016-9401-5
Included in
Behavioral Economics Commons, Business Law, Public Responsibility, and Ethics Commons, Cognition and Perception Commons, Law Commons, Legal Studies Commons, Personality and Social Contexts Commons
Date Posted: 20 June 2018
This document has been peer reviewed.