Gamification Design Predicaments for E-learning

We introduce how gambling techniques slurred as gamification can be abusive and how adapting it for HCI can lay a practical basis for unethical designs, both in the commercial and applied research sectors. Based on the original notion of game theory, we argue that these techniques can be pervasive i...

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Bibliographic Details
Published inHCI in Games: Serious and Immersive Games Vol. 12790; pp. 245 - 255
Main Authors Palmquist, Adam, Munkvold, Robin, Goethe, Ole
Format Book Chapter
LanguageEnglish
Published Switzerland Springer International Publishing AG 2021
Springer International Publishing
SeriesLecture Notes in Computer Science
Subjects
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Summary:We introduce how gambling techniques slurred as gamification can be abusive and how adapting it for HCI can lay a practical basis for unethical designs, both in the commercial and applied research sectors. Based on the original notion of game theory, we argue that these techniques can be pervasive in our everyday socio-technical ecosystem. The digital technology industry’s commercial underpinnings frequently promote irrational user-behavior and using these design techniques in educational technology could foster negative user learning behaviors. Given the complexity of these concepts’ legal issues, it is not always easy to ensure that one does not cross the line. This study presents four gamification design predicaments that demand attention when designing gamification in (e)learning. The research has both theory and practical implications.
ISBN:3030774139
9783030774134
ISSN:0302-9743
1611-3349
DOI:10.1007/978-3-030-77414-1_18