The Shades of Grey: Datenherrshaft in Data-driven Gamification

dc.contributor.authorSami Hyrynsalmi
dc.contributor.authorKai Kimppa
dc.contributor.authorJani Koskinen
dc.contributor.authorJouni Smed
dc.contributor.authorSonja Hyrynsalmi
dc.contributor.organizationfi=ohjelmistotekniikka|en=Software Engineering|
dc.contributor.organizationfi=tietojenkäsittelytiede|en=Computer Science|
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.contributor.organization-code2606803
dc.converis.publication-id28253329
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/28253329
dc.date.accessioned2025-08-27T21:46:18Z
dc.date.available2025-08-27T21:46:18Z
dc.description.abstract<p> </p><div> <div> <div> <p>Data-driven gamification refers to the use of data collection and data science methods together with gamification practices in order to improve the selected aspects of a service or a product. As new innovations cause new ethical questions, this study surveys possible ethical problems of data-driven gamification. Precisely, we focus on the ethical question of using data collected from a user to modify behaviour of the user. Instead of a clearly bright or dark side of the force, we focus on the ethically grey area where intentions might be ethically justified while the results are not. To discuss this dilemma, we borrow the concept of ‘Datenherrschaft’—mastery over information—and present a philosophical inquiry of five cases: Leisure, Governmental, Healthcare, Educational and Workplace solutions. As a result, this study shows that there are clearly ethical issues, different shades of grey, related to the data-driven gamification and future work is needed in order assess, analyze and answer the presented problems. </p> </div> </div> </div>
dc.format.pagerange11
dc.format.pagerange4
dc.identifier.issn1613-0073
dc.identifier.jour-issn1613-0073
dc.identifier.olddbid201085
dc.identifier.oldhandle10024/184112
dc.identifier.urihttps://www.utupub.fi/handle/11111/47571
dc.identifier.urlhttp://ceur-ws.org/Vol-1978/paper1.pdf
dc.identifier.urnURN:NBN:fi-fe2021042717824
dc.language.isoen
dc.okm.affiliatedauthorHyrynsalmi, Sami
dc.okm.affiliatedauthorKimppa, Kai
dc.okm.affiliatedauthorKoskinen, Jani
dc.okm.affiliatedauthorSmed, Jouni
dc.okm.affiliatedauthorHyrynsalmi, Sonja
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.conferenceInternational Workshop on Data-Driven Gamification Design in Conjunction with Mindtrek
dc.relation.ispartofjournalCEUR Workshop Proceedings
dc.relation.ispartofseriesCEUR Workshop Proceedings
dc.relation.volume1978
dc.source.identifierhttps://www.utupub.fi/handle/10024/184112
dc.titleThe Shades of Grey: Datenherrshaft in Data-driven Gamification
dc.title.bookProceedings of the First International Workshop on Data-Driven Gamification Design
dc.year.issued2017

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