The Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere

dc.contributor.authorHyrynsalmi Sami
dc.contributor.authorSmed Jouni
dc.contributor.authorKimppa Kai
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=tietojärjestelmätiede|en=Information Systems Science|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.70128852004
dc.contributor.organization-code1.2.246.10.2458963.20.71310837563
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.converis.publication-id28252334
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/28252334
dc.date.accessioned2025-08-27T21:41:27Z
dc.date.available2025-08-27T21:41:27Z
dc.description.abstract<p> </p><div> <div> <div> <p>There are always two sides to every story. This statement is true also for the most recent hype term gamification – i.e., bringing game design elements into non-game contexts – that has been used to improve users’ motivation and performance in various domains. Previous studies on gamification have mainly taken a positive approach towards the phenomenon and its implications. To depart from the existing research, this tertiary literature review assesses the negative effects of gamification (such as game addiction and ethical issues). The systematic literature review method is followed in collection of 22 literature studies published on gamification. The analysis of these secondary studies show that while several researchers acknowledge possible problems and consequences, there is a clear research gap in understanding the negative impacts of gamification. We categorize the presented negative implications to limiting and harmful issues. Finally, this study calls for further work assessing and defining the limitations and borders for the ethical use of game design elements in everyday life as well as for growing our understanding for harmful issues. </p> </div> </div> </div>
dc.format.pagerange104
dc.format.pagerange96
dc.identifier.issn1613-0073
dc.identifier.jour-issn1613-0073
dc.identifier.olddbid200891
dc.identifier.oldhandle10024/183918
dc.identifier.urihttps://www.utupub.fi/handle/11111/47271
dc.identifier.urlhttp://ceur-ws.org/Vol-1857/
dc.identifier.urnURN:NBN:fi-fe2021042717823
dc.language.isoen
dc.okm.affiliatedauthorHyrynsalmi, Sami
dc.okm.affiliatedauthorSmed, Jouni
dc.okm.affiliatedauthorKimppa, Kai
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA4 Conference Article
dc.relation.conferenceGamiFIN Conference
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.relation.volume1857
dc.source.identifierhttps://www.utupub.fi/handle/10024/183918
dc.titleThe Dark Side of Gamification: How We Should Stop Worrying and Study also the Negative Impacts of Bringing Game Design Elements to Everywhere
dc.title.bookProceedings of the 1st International GamiFIN Conference Pori, Finland, May 9-10, 2017.
dc.year.issued2017

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