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      <title-group>
        <article-title>Including Non-Users and Public Perception in Future Gamification Research</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Seamus F. Forde</string-name>
          <email>seamus.forde@stud.unibas.ch</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Center for Cognitive Psychology &amp; Methodology University of Basel 4055 Basel</institution>
          ,
          <country country="CH">Switzerland</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Current empirical research on gamification has mainly focused on individual's performance and motivation. However, there are a number of social and ethical aspects, which should be considered in future research. The workshop “Fictional Game Elements: Critical Perspectives on Gamification Design” would give us the possibility to outline possible side-effects of these social and cultural aspects.</p>
      </abstract>
    </article-meta>
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  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        During the last two years I have been working on my
master’s thesis examining the effects of different types
of gamification on users [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. While research is
starting to reveal the underlying psychological
mechanisms of gamification on individuals, I have
noticed that there are a number of cultural and ethical
issues related to gamification, which should be looked
into so that we get an even better understanding on
how gamification works. In this paper I will highlight
two points concerning gamifications’ side-effects in a
social and cultural setting which could help to broaden
future research.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Gamification and Intrinsic Motivation</title>
      <p>
        Most often self-determination theory [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] is used to
explain how gamification works. According to
selfdetermination theory intrinsic motivation (behaviour
which one pursues because it is enjoyable or
interesting) leads to higher quality and extent of
people’s investment into a task. Intrinsic motivation
can be increased by satisfying the psychological need
for competence and autonomy. It is assumed that
feedback (such as game elements), if perceived as
informational, can increase competence, and therefore
increase, intrinsic motivation. However, if the feedback
is perceived as controlling perceived autonomy
decreases, and therefore intrinsic motivation decreases.
Hence, I have focused my research in the emerging
body of empirical research (e.g., [
        <xref ref-type="bibr" rid="ref4 ref9">4, 9</xref>
        ] on how
gamification affects intrinsic motivation. In my first
research paper [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] I highlighted which game mechanics
from a self-determination perspective are expected to
increase competence (small tasks, positive
informational feedback, informational wording) and
autonomy (choice between different levels, choice to
receive feedback, choice of avatars) and therefore
should lead to higher intrinsic motivation. Furthermore,
I pointed out that identical game elements (e.g.,
points) are expected to have different effects on
intrinsic motivation depending if they are embedded in
a controlling or informational style of feedback. More
recently, I showed in an experimental study that a
gamified application does not necessarily lead to higher
motivation than a nongamified application [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. One
reason for this finding could be that the feedback was
not informational enough [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Hence, we are currently
conducting a study with different kinds of (evaluative,
descriptive and comparative) feedbacks, which should
help us to get a more nuanced understanding of how
gamification affects competence and intrinsic
motivation. In our upcoming studies, however, we
would like to focus our research approach from effects
on individuals’ motivation to a more holistic approach
by including different domains and gamification’s side
effects. I am convinced that this workshop would help
me to get further insights in what I should take into
considerations in our future work.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Keeping Non-Users in mind</title>
      <p>What has been disregarded by research until now is
how the interaction between a user and gamified
application affects other users’ need satisfactions and
intrinsic motivation, particularly those using it without
gamification, and how organisations implementing
gamification are perceived by the public.</p>
      <p>The assumption in current studies (for an overview see
[14]) is that generally users of a gamified task perform
better due to higher intrinsic motivation. Naturally, this
implies that in the short term users not using the
gamified system would be less intrinsic motivated than
those using a gamified system. However, these
experimental studies do not take to account the real life
situation in which a user knows about the gamified
system but does not use it. If a user knows about the
gamified version of an application further effects can be
expected.</p>
      <p>
        If the default setting in a system is the nongamified
version (e.g., one has to register to use version), it
may happen that only people who have a certain
degree of intrinsic motivation or are tech-savvy will
register. According to Hwang [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] intrinsic motivation is
a crucial antecedent of accepting new technologies.
Hence, users willing to accept a gamified application
might already be more intrinsically motivated than
those unwilling to use it. If the gamified application
additionally boosts intrinsic motivation it could lead to
an invertible performance gap between users of
gamified application and nonusers. Especially in fields
in which people usually can choose between a gamified
application and nongamified system (e.g., in a learning
enviroment) and performance is important this could
lead to ethical issues. Therefore, we should ask
ourselves how we could make sure that gamification
does not discriminate anybody.
      </p>
    </sec>
    <sec id="sec-4">
      <title>Including Public Perception</title>
      <p>
        The ethical discussion if gamification is
“exploitationware” has been ongoing for a while [
        <xref ref-type="bibr" rid="ref1">1,
14</xref>
        ]. Bogost [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] argues that gamification is
“exploitationware” because real incentives are replaced
by fictional ones. Seaborn and Fels [14] claims that this
assumption is only applicable if gamification focuses on
extrinsic motivation (being motivated by a separable
outcome) and not intrinsic motivation. Firstly, it is
questionable that solely because users’ are motivated
intrinsically and not extrinsically a product cannot be
described as “exploitationware”. I argue, that if game
elements are needed to get people intrinsically
motivated in the first place the application might be
equally manipulative and ethically questionable as
extrinsic motivators. While using a gamified application,
users will not be able to distinguish if they are
motivated by the meaning of the task or if the
additional game elements make them believe that they
are motivated by the task. Therefore, game elements
might undermine users’ free will of deciding if they
sincerely want to do a task for its on sake or not.
Furthermore, when outlining future scenarios of
gamification, we should take into consideration that
public perception might rather focus on the task and
the company than the individual's motivation when
deciding if a task is “explationware” or not.
      </p>
      <p>
        For example, if a citizen science project (e.g., Phylo
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]) uses game mechanics to motivate people to do
something good, one can assume that there will not be
a public outcry. This might be quite different if big
corporations use gamification to outsource specific
tasks they do not have the capacity to do themselves.
E.g., YouTube is currently using game elements to
encourage registered users to perform tasks such as
adding subtitles and flagging videos. In return users
can gain points, reach different levels, which will enable
them to get previews of new products and contact
YouTube staff directly. Their effort to get new users for
their “YouTube Heroes” system might have backlashed
as most viewers of their introduction video,
immediately, without knowing about the actual details
of the system, perceived it negatively as they saw it as
“exploitationware“ and were concerned that their
autonomy as users would be violated [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref7">7, 10, 11, 12</xref>
        ].
My assumption is that similar to digital games, gamified
applications can be shared or rejected with other
people, therefore gamification should not only be
investigated in isolation, but in its social and cultural
context [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Therefore, future studies should consider
the side effects of the cultural setting when examining
gamification.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Conclusion</title>
      <p>Participating in the Workshop “Critical Perspectives on
Gamification Design” would give me the possibility to
get a better understanding of further cultural effects
gamification could have on individuals and what we
should keep in mind when examining those in the
future.
14. Katie Seaborn and Deborah I Fels. 2015.</p>
      <p>Gamification in theory and action: A survey.
International Journal of Human-Computer Studies
74, 14–31.</p>
    </sec>
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