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

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Date Posted: 20 June 2018

This document has been peer reviewed.