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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>The Shades of Grey: Datenherrschaft in Data-Driven Gamification</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Sami Hyrynsalmi</string-name>
          <email>sami.hyrynsalmi@tut.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kai K. Kimppa</string-name>
          <email>kai.kimppa@utu.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jani Koskinen</string-name>
          <email>jasiko@utu.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jouni Smed</string-name>
          <email>jouni.smed@utu.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sonja Hyrynsalmi</string-name>
          <email>somanyla@utu.fi</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>In: M. Meder, A. Rapp, T. Plumbaum, and F. Hopfgartner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>(eds.): Proceedings of the Data-Driven Gamification Design</institution>
          ,
          <addr-line>Workshop, Tampere, Finland, 20-September-2017, published at, http://ceur-ws.org</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tampere University of Technology</institution>
          ,
          <addr-line>Pori, Finland 28100</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Turku</institution>
          ,
          <addr-line>Turku, Finland 20014</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p />
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <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, diferent shades of
grey, related to the data-driven gamification
and future work is needed in order assess,
analyze and answer the presented problems.</p>
      <p>Copyright © by the paper’s authors. Copying permitted for
private and academic purposes.</p>
    </sec>
    <sec id="sec-2">
      <title>Introduction</title>
      <p>Gamification and Data, with its derivates such as Data
science and Big data, are currently among the biggest
buzz terms both in academia and industry. Yet, these
two concepts represent possible technological and
social changes that might have considerable impacts on
humanity in several diferent areas of life.</p>
      <p>First, the concept of ‘gamification’ refers to a
practice of applying game design elements into non-game
contexts [Det+11]. Such use can be, for instance,
adding game-like elements into educational material
in order to increase the motivation of the students.
Second, the concept of ‘Data science’ is used to refer
methods and tools used to extract insights from raw
data to support, for example, managers in data-driven
decision-making or mining new knowledge [Dha13].</p>
      <p>When these concepts are put together as
datadriven gamification , the new concept refers, in our use,
to practices where gamification methods and tools are
embedded with a data collection, and the data is used
to further improve the efects of gamification as well
as the product or service itself. The data could be, for
example, behavioral, physiological, psychological,
environmental, emotional or even social data. As always
with new inventions and innovations, this presents
ethical issues that should be taken into consideration.</p>
      <p>As recently discussed by Bui, Veit, and Webster
[BVW15], Kim and Werbach [KW16], and
Hyrynsalmi, Smed, and Kimppa [HSK17], the ethical
questions raised by gamification techniques have been
studied scarcely and the discussion is still in an
immature state. Unfortunately, the ethical discussion on
big data and its problems is also in its first steps
(cf. [FS14]). The Big data and ethical research is
seen as area needed to be covered because Big Data
is here to stay and by ethical analysis we will help us
to see it efects on as and gives possibilities to
manage it [HM17]. However, to the best of our knowledge,
no prior discussion or critical reflection on the ethical
implications of data-driven gamification has been yet
presented. This is the direction where we focus in this
study.</p>
      <p>In this paper, we survey the ethical dimensions of
using customer data in gamification solutions. More
precisely, we discuss the ethical questions raised by the
use of data collected from a user to modify behaviour
of the user. The study is based on a philosophical
method of inquiry and the aim is not to provide
solutions but rather emphasize and open discussion on
the possible ethical problems. We borrow the concept
of Datenherrschaft—mastery over one’s information—
which has previously been applied to the healthcare
information systems, in discussing patients’ rights on
the data collected from themselves [Kos16]. We use
this ethical framework to guide the analysis of the
selected five case environments.</p>
      <p>The remainder of this study is structured as follows:
Section 2 presents the previous studies and cases on
(data-driven) gamification ethics. It is followed by a
short introduction of Datenherrschaft concept in
Section 3. The philosophical inquiry with the cases is
presented in Section 4 and the study concludes with
few ideas for future work in Section 5.
2</p>
      <p>(Data-Driven) Gamification
The term ‘gamification’ was coined to Nick Pelling 1 in
2002, who used it to describe the use of game design
methodologies in non-game contexts. Since then, an
abundance of scientific gamification studies as well as
industrial analyses have been put forth. For example,
Hyrynsalmi, Smed, and Kimppa [HSK17] identified 22
diferent literature studies on gamification published
during 2013–2016 in their tertiary study. The
number of primary studies in gamification are nowadays
counted in hundreds.</p>
      <p>The gamification ethics discussion seems often to
be inspired by Star Wars: the implications are
roughly divided into the ethically justified (the bright)
and clearly ethically questionable (the dark) side
(cf. [CBL15; AMI16; HSK17]). For example, the
rumoured Russian ‘Blue Whale’2 game is a grand
exam1Conundra Ltd. http://www.nanodome.com/conundra.co.
uk/. Accessed September 21, 2017.</p>
      <p>2Will Stewart, Yasmin Jefery and Mark Hodge (March 3rd,
2071) “’Blue Whale’ suicide game linked to 130 teen deaths
is just tip of the iceberg in the world’s suicide capital
Russia”.
https://www.thesun.co.uk/news/3002981/blue-whalegame-suicide-russia-rules-challenge-social-media/.
Acple of a gamification solution used by the dark side.
In the game, a player is given increasingly more
dangerous tasks, and, for completing the game, the player
has to ultimately commit a suicide.</p>
      <p>While there is no complete evidence of ‘Blue Whale’
even existing and there are even discussion is the
‘game’ really an example of dark gamification or just
a social pressure in the social media group, diferent
kinds of gamified products by the dark side have been
reported and confirmed. For example, Versteeg [ Ver13]
documented a game by anarchists in Berlin, Germany,
in which a player gets points from each CCTV camera
stolen or destroyed.</p>
      <p>On contrast to the dark side, there is a series
of studies describing how the natural playfulness of
human beings can be utilized in motivating people
in arduous and possible boring tasks. For example,
Hamari, Koivisto, and Sarsa [HKS14] in their
metaanalysis found some implications from existing
empirical studies that gamification seems to be able to
improve motivation of users, at least in certain contexts.</p>
      <p>The bright and dark sides, however, are not really
that interesting. The diferent shades of grey, in
contrast, present a more fruitful area of research. With
the grey area, we refer to solutions that are either
legal but questionable or that have been developed with
good intentions whereas their consequences are
ethically questionable. That is, we refer solutions that are
unexpectedly, unintentionally or accidentally dark.</p>
      <p>For an overly simplified example, a gamified
solution for a nurse, paramedic, or firefighter could, in
theory, improve their job satisfaction; however, every
second spent on secondary purposes could, literally,
endanger someone’s life or property in these kinds of
contexts. Similarly, while casinos and gambling are
legal in several countries, the use of gamification
methods or tools in these domains to make a user spend
more money is ethically questionable.</p>
      <p>Data-driven gamification, where the methods of
data science and analysis are used to improve the
efectiveness of gamification, naturally belong to this grey
area. That is, when a human is measured, the
measured data is analyzed and used in a way that
efectively aims to modify behavior of the user, the ethical
questions and possible problems are present.</p>
      <p>The use of data mined from a customer to
modify his or her behaviour is not a new invention. In
2015, an anonymous senior producer of mobile games
revealed for a news source TouchArcade how they
utilize players’ profiles and information to modify their
behaviour3. The senior producer told an example case
cessed September 21, 2017.</p>
      <p>3Eli Hodapp (September 16th, 2015) “We Own
You”—Confessions of an Anonymous Free to Play
Producer.
http://toucharcade.com/2015/09/16/we-own-youwhere they lured a whale—a player spending lots of
money to the game—to reveal the player’s Facebook
profile. Based on the collected information and found
afections (i.e., American Football), they designed
virtual items (i.e., based on certain football teams), that
were solely meant for the whale, and added them to
the game. The senior producer even stated that
“Every day we collect a ton of data. I don’t even know
the size of what we collect anymore, we have entire
divisions to instrument and analyze the data.”</p>
      <p>While this is an unconfirmed report from a
single domain, it is still an emphasizing example of how
data science can be used in ethically questionable way.
While the player is likely satisfied due to the inclusion
of items based on his or her favorite team, the case is
an example of the ethically grey area: the player did
not needed or request the virtual items, nor they did
afect to the game play in any way. In addition,
gamification is not presented in this example case as the
context is a game; however, it is rather easy to
generalize these kinds of actions by developers into other
areas also.</p>
      <p>When data science meets gamification, where users’
motivations and intentions are modified with the help
of playful nature of human beings there are
prevalent ethical questions needing to be discussed. The
following section presents Datenherrschaft, the ethical
framework. It is used in Section 4 where we present a
discussion of five diferent example case environments
of data-driven gamification with ethical questions.
3</p>
    </sec>
    <sec id="sec-3">
      <title>Datenherrschaft</title>
      <p>The term ‘Datenherrschaft’ combines the words ‘data’
and ‘Herrschaft’, the latter meaning “mastery over
something”. Herrschaft means complete mastery or
control over something, irrespective whether the power
is intentional or not, or whether there is any
particular skill implied or not. The use of Herrschaft can be
clarified with an example of Tatherrschaft in
conjunction with Täterschaft, meaning mastery over a
criminal deed as in perpetrator-ship in German criminal
law. The potential criminal has a possibility to choose
whether they act in a certain (criminal) way or not and
it cannot be removed from individual. Thus,
Datenherrschaft is not removable and, therefore, it is
similar to human rights: one cannot give it away even
they wish to do so. [KK12; Kos16] Datenherrschaft
means “possession of and mastery over data (or
information)”. As Mastery over information includes both
the possession of data and control over it, this is the
term we use. [KK12]
confessions-of-a-free-to-play-producer/.</p>
      <p>September 21, 2017.</p>
      <p>Accessed</p>
      <p>Koskinen [Kos16] argues that when data about us is
collected, we should have mastery over that data, as it
is a part of the representation which defines us. This
is especially important in situations where this data
is used either in situations where we cannot choose to
use a diferent system such as healthcare information
systems—some of which are mandated for others than
the ultra rich—or when the data is used to modify
our behaviour, as in when we use gamified systems.
If we cannot have as much control as possible over
what—and who—we are, we become distanced from
ourselves rather than being master’s over our own
destiny [Hei27].</p>
      <p>The mastery of data has been also in the eye of
European Union for many years. Recently, the council
set a directive about the protection of natural persons
with regard to the personal data and on the free
movement of such data [Eur16]. The new directive will
become efective in May 2018 and it aims at giving back
natural persons’ data ownership as well make visible
how their data is used by diferent actors in the fields
of business and politics. This will heavily afect on
the vendors of data-driven gamification solution and
it should be already taken into account in this
industry.</p>
      <p>As data-driven gamified systems typically, by the
definition, handle parts of our data, drawing
conclusions on our and others behaviour, and attempt to
modify our behaviour based on that data through
gamification, it is especially important that we can, should
we so choose, have control—or mastery—over the use
and storing of our data; namely, Datenherrschaft over
the data in question.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Case Environment Analyses</title>
      <p>Next, we discuss Datenherrschaft of data-driven
gamiifcation in five diferent environments: healthcare,
governmental, work life, school and leisure. These
environments are selected based on their special
characteristics; for example, citizens and employees cannot
choose the information systems that they have to use,
and schoolkids are underage. In addition, these are
the domains where gamification solutions are often
discussed as a way to improve the participants’
motivations and actions. Naturally, it might be more useful
to motivate the users with the content (or make
better content if motivation is a problem) rather than just
gamify it; especially, but not only regarding childrens’
education.</p>
      <sec id="sec-4-1">
        <title>Healthcare</title>
        <p>Technology is a direction where healthcare is looking
to find ways to improve people’s health behaviour—
from a healthcare perspective—and gamification is
seen as providing promising possibilities. [AO16]
We could imagine a gamified healthcare system
provided by public healthcare that drives for a change
of lifestyle, meaning getting rid of intoxicants, getting
more exercise or having a generally medically
reasonable way of living (e.g., see [Par+14; Par+16]).
Gamiifcation itself is not being criticized here—it most likely
is a good tool for many people—but there are still risks
that should be noted.</p>
        <p>First, health is an area of life where people can be
vulnerable, and they may be forced to accept the
decision of their healthcare provider; especially as one
often does not have the financial independence to choose
services they like. Second, if information collected
from gamification can be used for the purposes of
healthcare, there is a danger of losing control of that
information, and, thus, the Herrschaft is taken from
the individual. There has been a drive for gathering
medical information for research purposes and those
are commonly done in good will. However, we know
through examples that genetic information of whole
countries have been turned to be a tradeable goods
where the Datenherrschaft by individuals is not
respected [Kap16]. Third, gamification will be driving
towards a bio-medically desirable lifestyle. However,
personal experience of health is not bio-medical
experience, but existential; what could be called
homelikebeing-in-the-world, as Svenaeus [Sve01] calls it. Hence,
what people experience as good health is diferent from
person to person and it depends on their personal
goals and desires in life. Thus, Datenherrschaft should
be given to patients [Kos16], as European Union’s
new General Data Protection Regulation (GDPR) also
aims at doing. The Commission specifically raises the
health sectors’ data ownership as one problematic area
to improve with this new regulation. Otherwise, we
can lose the autonomy of patient and have less
justiifed healthcare and thus have a conflict with the core
values of healthcare [BC13].</p>
      </sec>
      <sec id="sec-4-2">
        <title>Work life</title>
        <p>In the current work-life environment (financial crises,
automation of work, competition in the employment
ifeld), many employees do not have a possibility to
change their employer. Thus, we are ever more tied
into our current employment, and if the environment
is gamified, a gamified system at the work place could
force us in an ever-increasing competition against one
another. This would turn us into a mere exploitable
“standing reserve” for company purposes (see [Hei77]),
which would take considerable parts of our power over
our own lives away by creating new “rules” and
endanger authentic (self-owned) being in the context of
working life (see [Hau82]).</p>
        <p>However, there are many employers who are
willingly taking new technologies into working
environments with the purpose of helping employees to be
empowered at work. Such solutions can be linked to,
for example, job satisfaction, feedback or improvement
suggestions. In these kinds of data-driven gamified
solutions, special care should be taken to secure that
unique characteristics that help to identify individuals
remain hidden.</p>
      </sec>
      <sec id="sec-4-3">
        <title>Government</title>
        <p>Governmental information systems (i.e., eGoverment
systems) are the tools that are used by government and
citizens and, consequently, are part of how our society
is working and communicating [Hei+13]. When
thinking about gamification of government systems, it must
be understood that systems may be such that citizens
are obligated to use them. As idea in gamification is to
change people’s behaviour with information collected
trough gamification, there is a risk of losing
individuality and the demand to to be an “average” citizen.
This should be avoided as it makes the citizens lose
their individual goals in life and become just statistics
in a government plan; after all, we do have our own
desires, hopes and fears, which should be valuable in
themselves.</p>
        <p>In addition, citizens most likely do not have a
possibility to know—and even less to control—who is
using their information and for what purposes. Another
example of problems of gamification is that it could
be used to “activate” unemployed citizens. It is
often claimed that unemployed people should perform
some activities to be able have their unemployment
allowance. However, gamification does not make new
jobs but, instead, will easily become just one more
duty for those weakest in our society; this is not
helping them but rather underlines the lack of power of
the unemployed. Hence, as our governmental systems
are a crucial part of how our modern society works,
it is important to ensure that privacy and liberties of
the citizens are secured by the government or we are
risking the foundations and justification of democratic
society (see [Loc90]).</p>
        <p>Furthermore, when a governmental actor innovates
data-driven gamified solutions it should take special
care of those who are in danger of marginalization.
In Finland, there are several ongoing projects aiming
to help marginalized young people with gamified
solutions. However, it is questionable whether it is
ethically justified to embed gamified solutions into the
activation programs when a young person is in danger
of being marginalized.
For younger people, the risk is that they do not
necessarily even have the capacity to claim or the will to
demand diferent solutions. When thinking of
gamification, pupils lacks the power to choose what is used
for teaching. This underlines the need for safeguarding
their privacy and other related rights, as they do not
have judicial or practical ways to control how
gamification and information collected form them by it afects
them.</p>
        <p>In Finland, in primary and secondary school an
information system called Wilma has been
implemented, which shows that new ways of using
technology may have negative consequences. The main
idea of Wilma is to ease the communication within
schools and between teachers, students and their
parents. However, it has resulted in not so desired
consequences; unconstructive comments from students,
enforcing the stereotypical view of “good” and “bad”,
and can strengthen a character for students that is
hard to get rid of as those records are visible and
permanent. [HRK16]</p>
        <p>If we add the gamification in education, there is
a danger that the division between ‘good’ and ‘bad’
students is emphasized and, as a consequence, the
outcome can be that the inequality between children
grows as “The winner takes it all. The loser standing
small”4. As the pupils do not yet possess full rights
or responsibilities as adults do, it is our responsibility
to secure their right and govern their rights so long as
they are expected to be equal members of the society.
Datenherrschaft’s strength is that the Herrshaft is
appointed to an individual, even if they may not have
a way of defending it [KK12]. It is similar to human
rights in that it cannot be taken away from individuals
and the duty of the society is to secure those rights. In
the case of young people, this means that when they
are in adulthood, they can decide that they do not
want their personal and/or identifiable information to
be used; they have the right to prevent the use of it
and even to destroy information considering them, if
they so decide5.</p>
      </sec>
      <sec id="sec-4-4">
        <title>Leisure systems</title>
        <p>These are a diferent matter altogether. Even though
gamified systems during our leisure time may impact
who and what we are—unless there is a monopoly (or
oligopoly) of data-driven systems only—we can always
4ABBA 1980, “The Winner Takes It All” from the album
Super Trouper.</p>
        <p>5It is obvious that information can be used as a part of larger
information collections that are used, for example, to develop
the systems, or is part of statistics and thus it cannot later be
removed.
opt out, as long as we understand the changes to us the
system can make. Still, we need to be able to at least
have our data removed from a system we have used
or tried; this is the minimum of control requirement
under Datenherrschaft.</p>
        <p>For instance, we could use sports applications such
as heart rate monitors (e.g., see Polar, Suunto or
Garmin), which these days ofer a plethora of
additional applications from GPS to following our sleep
and beyond. These applications both use our data
and the data of others and gamify the exercise
experience (as of writing this article, I just reached 100
percent of my daily exercise need). The “100 percent”
is likely defined, at least partly by utilizing aggregated
user data. The user can, if they want, stop using the
system. However, they still do not have mastery over
the data already collected, and it can be used by the
application developer later on as the application
developer pleases.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion and conclusion</title>
      <p>This study aims to open a discussion on ethical
issues of utilizing data-driven gamification instead of
providing complete solutions. To do so, we used the
concept of Datenherrschaft and identified five
environments that are often used as targets for gamified
solutions, and we outlined some of the possible ethical
challenges that remain in these. Overall, we question
the ethics of data-driven gamification itself.</p>
      <p>The main argument here is the observation that
data-driven gamification—as we define it—collects
data from the user and uses this information in
order to modify the behaviour of the user. This creates
ethically challenging situations where the developers
of gamified solutions might easily slip from the bright
into the dark side—even accidentally. That is, the
designers of data-driven gamified solutions might have
good intentions, while the solutions can still end up
causing rather more harm than good.</p>
      <p>In addition, possible ethical problems are more
fundamental in some of the presented five environments:
healthcare, work, governmental, school and leisure.
For example, in governmental or work life solutions,
the user usually has very few options to choose from,
which means that they are forced to adapt to dictated
systems. Regardless of leisure, all of those
environments are good examples of the grey area. The
intentions in these domains can always be good, but the
solutions can end on the dark side. Usually, these
solutions reside somewhere within the grey area—and
when the European Union’s new General Data
Protection Regulation comes into action, most applications
and actions might also suddenly be illegal.
Furthermore, actors in these environments may not even
realize that their gamified solutions are afected by the
new regulation.</p>
      <p>As the field of data-driven gamification is
emerging, we can expect that much more ethical problems
are lurking in the shadows. The rumours and
possible existence of the suicidal ‘Blue Whale’ game has
already shown that forecasting the results of new
technologies and innovations is hard. When a technological
or social change appears, it is (too) often so that the
weakest and the most vulnerable in our society are
inlfuenced the most—and typically not in a good way.
Therefore, special care should be paid to ethics of new
data-driven gamified solutions.</p>
      <p>Naturally, this study has its limitations. First, we
presented a philosophical inquiry on the selected
environments, which were chosen based on their special
characteristics. There might be other environments
that are more important or fruitful for analysis;
however, the presented environments are often the targets
of new gamified solutions. Second, it is possible that
our case analyses are not universal as there are
cultural and legislative aspects that afect on adoption
and use of data-driven gamification tools. Third, the
conceptual analysis still lacks empirical data, which
sets limits to the discussion.</p>
      <p>Nevertheless, this study opens new avenues for
further work in gamification ethics. The EU regulations
are still being shaped for the environment and, thus,
its efects and implications will remain a research
target in forthcoming years. Also, empirical analyses of
data-driven gamified solutions are needed to fully
understand all the influences of these solutions. And,
we have focused narrowly on the question of mastery
over the data—this domain has lots of other aspects
ofering fruitful areas for analysis and discussion.</p>
      <p>Finally, the aim of this article is not to scare
away data-driven gamification users, developers or
researchers. Instead, while we emphasize the ethical
challenges surrounding this specific domain, we also
request further work in analyzing, assessing and
evaluating data-driven gamified systems as well as
development of guidelines and codes-of-conduct to provide
working tools for ethical development of new solutions.
[AMI16]</p>
      <sec id="sec-5-1">
        <title>Fernando R. H. Andrade, Riichiro Mizoguchi, and Seiji Isotani. “The Bright and Dark Sides of Gamification”. In: Intelligent</title>
        <p>Tutoring Systems: 13th International
Conference, ITS 2016, Zagreb, Croatia, June
7-10, 2016. Proceedings. Ed. by
Alessandro Micarelli, John Stamper, and Kitty
Panourgia. Cham: Springer International
Publishing, 2016, pp. 176–186. isbn:
978[AO16]
[BC13]
[CBL15]
[Eur16]
[FS14]
[Hau82]
[Hei+13]
[Hei27]
[Hei77]
[HKS14]
[HM17]
[HRK16]
[HSK17]</p>
      </sec>
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