The Dehumanising Consequences of Gamification: Recognising Coercion and Exploitation in Gamified Systems

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Fitzpatrick, Sean
Marsh, Timothy
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Bernardes, Oscar

Amorim, Vanessa

Moreira, António Carrizo

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2022
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Abstract

While gamification represents one of the largest technology trends of the last decade, only a limited selection of literature exists that explores the negative outcomes of contemporary gamified services, applications, and systems. This chapter explores the consequences of gamified systems and services, investigating contemporary implementations of gamification and acknowledging the ethical concerns raised by researchers towards contemporary gamified services. This chapter further explores these ethical concerns through a critical instance case study of China's Social Credit System and arrives at informed observations on the potential for gamified cycles of reward and punishment to encourage unethical activity within organisations as well as legitimise ideological objectives that violate fundamental human rights. Recommendations are then made for researchers to explore this potential further, while recognising how gamification may justify the authority and practices of organisations, particularly those engaged in unethical and dehumanising behaviour.

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Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations

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Computer gaming and animation

Serious games

Graphics, augmented reality and games

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Fitzpatrick, S; Marsh, T, The Dehumanising Consequences of Gamification: Recognising Coercion and Exploitation in Gamified Systems, Handbook of Research on Cross-Disciplinary Uses of Gamification in Organizations, 2022, pp. 398-417

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