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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Another dark side of gamification? How and when gamified service use triggers information disclosure</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Simon Trang</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Welf H. Weiger</string-name>
          <email>welf.weiger@wiwi.uni-goettingen.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Goettingen</institution>
          ,
          <addr-line>Platz der Goettinger Sieben 3, 37073 Goettingen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>The increasing deployment of gamification in the digital service landscape has caught the attention of practitioners and marketers alike. Alarmingly, most of the empirical research has established bright side effects of gamified service use but neglected potential dark side consequences. As users engage with gamified apps, they might get so involved that they are more likely share private information with firms, threatening own personal information privacy. Against this background, the present study links motivational experiences of gamified services to information disclosure and shows that if a gamified service conveys experiences of social comparison, it can indeed lead to increased information disclosure. This effect is explained by increased loss of self-consciousness (i.e., when concerns about one's self drift out of the focus of the user's attention). Counter to the authors expectations, the authors do not find this effect when the gamified service triggers action-awareness merging (i.e., when users act spontaneously without conscious effort).</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Information Disclosure</kwd>
        <kwd>Flow Theory</kwd>
        <kwd>Engrossment</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>To keep users engaged with their offerings and services, firms increasingly build on
gamification, which is broadly understood as aiming at creating motivational
experiences (e.g., achievement or competition) by enhancing non-game services with
gamelike affordances (e.g., badges or leaderboards) [1, 2]. The maturing research field of
gamification (see Koivisto and Hamari [3] for a comprehensive review) has mostly
focused on behavioral outcomes which are either beneficial for the user engaging with
the service (e.g., improved learning [4] and skill development [5], increased physical
activity [6]) or for the firm providing such services (e.g., increased customer
commitment [7], word of mouth behavior [8], and new product adoption [9]). Findings on
negative behavioral outcomes of gamification, however, are scarce [3].</p>
      <p>A recent literature review by Koivisto and Hamari [3] suggests that this imbalance
might be a biased result of researchers focusing on behavioral outcomes that are directly
related to the task that users engage in (e.g., learning a language using a gamified app)
[3]. In other words, prior research shows that gamification works and represents a
powerful tool to more intensively involve service users in performing a wide variety of tasks
[3, 10]. However, just focusing on these beneficial outcomes of engaging a user with
the task at hand through gamification might represent a shortsighted view. In particular,
while being highly concentrated and experiencing enjoyment when being engaged in
the focal activity (i.e., when entering a state of flow [11]), users might drop their guard
and engage in risky behaviors that are unrelated to the focal activity [12]. In this
research, we investigate whether gamification can lead to behavior that threatens users’
personal information privacy.</p>
      <p>The above reasoning is grounded in the fact that many service providers rely on
revenues from targeted advertising to keep their services free to use [13]. Against the
background of governmental regulations, marketers are required to seek a user’s
permissions before using personal information for advertising purposes [14, 15].
Importantly, service providers appeal to users with the promise to provide more relevant
advertising in return for disclosing private information (e.g., the user’s current location)
[13, 16]. Thus, we refer to information disclosure as all information a user shares with
a service provider for the purpose of using the focal service [12]. This information may
include location data or social media friend lists.</p>
      <p>This study contributes to research that broaches the dark sides of gamification [3,
17] because we investigate whether engaging with gamified services can lead to
increased information disclosure. We first build on flow theory to understand whether the
engrossment (i.e., the concentration of one’s entire affective, cognitive, and physical
resources on the task at hand) with a gamified service impacts information disclosure
[18]. This helps us to understand whether gamification-induced engrossment
determines whether a user drops his/her guard (in terms of disclosing private information to
the service provider). Finally, we examine how motivational user experiences arising
in the context of gamified services trigger the two focal engrossment dimensions.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Research Model</title>
      <p>Figure 1 depicts the research model, which we briefly outline in the following. The
objective of this research is to explore whether gamification triggers information
disclosure behavior. The model builds on the conceptualization of gamification by
Hamari, Koivisto, and Sarsa [10] to explain how enhancing gamified services with
affordances to trigger motivational experiences (i.e., self-development and social
comparison) can evoke psychological outcomes relating to engrossment occurring during
service use (i.e., loss of self-consciousness and action-awareness merging), and further
drive undesired behavioral outcomes (i.e., information disclosure).1 Our research model
thus focuses on information disclosure as the key dependent variable and
self-development and social comparison as the key independent variables. We focus on two
dimensions of flow that have been highlighted in service marketing research [18] and
typically arise in the context of gamified services (i.e., loss-of-self-consciousness and
action-awareness merging) as mediating variables for the relationship between
motiva1 See below for definitions of the focal constructs.
tional experiences and information disclosure. This section develops the study’s
theoretical foundation of the variables contained in the model and the theoretical reasoning
for the relationships between them.
Social Comparison</p>
      <p>H3
H4
H5
H6</p>
      <p>Flow theory is useful to explain the process of how motivational experiences
stemming from gamified services might translate into information disclosure. Flow
generally refers to a psychological state of deep involvement and absorption that in its core
describes how individuals become so deeply concentrated on a task that they are not
aware of themselves being separate from it [11, 18, 19]. Flow literature oftentimes
describes the different levels of flow as ranging from engagement via engrossment to total
immersion with a focal task [18, 20]. However, it is unlikely, that users become totally
immersed when engaging in tasks such as language learning when using a gamified
service [21]. We thus focus on the engrossment dimension of flow because it represents
the core of flow as it occurs in the context of service consumption [18]. Engrossment
is defined as the intense state of consciousness in which one’s entire affective,
cognitive, and physical resources are totally invested in the task at hand [22].</p>
      <p>Among others, engrossment encompasses two dimensions that may explain why
users become so absorbed in using a digital service that they disclose private information
to the firm. First, loss of self-consciousness refers to how concerns about one’s self are
shifted out of the focus of the user’s attention [18, 19]. In other words, any disturbing
and concerning thoughts during service use fade away when being fully concentrated
on the task at hand. Second, action-awareness merging refers to users acting
spontaneously without conscious effort [18, 19]. For instance, when an app motivates users to
engage in a certain task (e.g., language learning), the dualism between user and activity
vanishes. In this state, users experience a unified consciousness, which might make
“real-world risks” less salient to the user. Thus, loss of self-consciousness and merging
between actions and awareness while using a digital service may promote more
negligent behavior in terms of sharing private information with a service provider.
Importantly, loss of self-consciousness and action-awareness merging describe a state of
mind where the intensive experience of engaging in the focal activity promoted by the
gamified service may lead to the suspension of negative consequences of one’s
behavior [18]. Thus, there is no psychic energy left (i.e., cognitive depletion) for distractions
unrelated for the focal activity [4]. We thus argue that users who are engrossed in
gamified service use are more susceptible to disclose private information to firms when
being prompted to do so, because privacy risks are less salient. Thus:</p>
      <p>H1: Loss of self-consciousness has a positive impact on information disclosure.</p>
      <p>H2: Action-awareness merging has a positive impact on information disclosure.
2.2</p>
      <sec id="sec-2-1">
        <title>The Impact of Motivational Experiences on Engrossment</title>
        <p>Two major motivational experiences that typically occur in the context of gamified
service use are self-development and social comparison [3, 4, 7, 21, 23].
Self-development relates to the motivation to engage in a task with the intention to continually
improving one’s own abilities and valued skills to master everyday life [7, 24]. In the
context of digital services, it is enhanced by affordances such as badges or medals that
give users feedback to help them to reach goals and ultimately convey perceptions of
achievement, being challenged, and making progress [3, 23]. Being continuously
challenged by a task is likely to drive engrossment with a gamified service, for instance, if
users develop language skills by using a language learning app to meet demanding
challenges like answering quizzes that continuously increase in difficulty [4]. Social
comparison on the other hand relates to being motivated to engage in a task to gain
recognition by benchmark one’s own abilities and accomplishments with others [7, 25].
In the context of digital services, social comparison can be fostered by affordances for
comparing oneself to other users with performance-based rankings or leaderboards [3,
23]. Prior research suggests that experiences of social comparison increase the time
spent with a task [26, 27] and intensifies the level of engagement with gamified services
[8, 28]. Thus:</p>
        <p>H3 (H4): Self-development has a positive effect on loss of self-consciousness
(action-awareness merging).</p>
        <p>H5 (H6): Social comparison has a positive effect on loss of self-consciousness
(action-awareness merging).
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Research Design</title>
      <p>In order to test the theoretical model and compare the differences in information
disclosure behavior in the context of gamified applications, we used an experimental
survey method [29]. We decided to use a mental-based experiment with hypothetical
applications, because it is efficient in the conduction and represents an established
approach in information disclosure research [12]. Further, controlled, experimental
research settings are recommended for gaining knowledge on the actual behavioral
consequences of gamification [3].
3.1</p>
      <sec id="sec-3-1">
        <title>Measures</title>
        <p>The theoretical constructs of the research model have been operationalized using
established scales from prior research and were adapted to the context of this work. The
items were then translated into German and crosschecked by the authors. All measures
were worded as statements. Seven-point Likert scales ranging from 1 = strongly
disagree to 7 = strongly agree were used to measure most items. All constructs were of
reflective nature. The research scales are depicted in Table 1.</p>
        <p>At the beginning of the survey, the participants were randomly assigned to different
groups. The groups received different treatments regarding a hypothetical application
called LanguageLearner with varying degrees of gamification. LanguageLearner is
described as a hypothetical online service that encompasses a language learning
functionality. A typical use case of a 1-week period is described as part of the scenario. Two
different treatments were created. The low degree gamified app is described as a simple
step-by-step language learning service. The high degree gamified app is enhanced with
three additional game elements that provide motivational affordances. More precisely,
it allows for skill development by including badges earned for achievements, a panel
that highlights individual goal achievement and personal activity history, and it allows
for social comparison through a leaderboard function. The descriptions of both
treatments entail different screenshots. Exemplary screenshots can be found in Figure 2.
Low Degree of Gamification</p>
        <p>High Degree of Gamification
Each participant was asked to imagine the respective situation, with the goal of arousing
a cognitive evaluation process [29]. After this treatment, all participants were asked to
report their perceptions of the usage process from the perspective of a potential user.
They then received a standardized questionnaire. In order to assure the effect of our
treatment and the cleanliness of the questionnaire, we conducted a pretest (n = 18). The
subsequent interviews led to the selection of the two degrees of gamification, minor
changes in the wording and length of the two treatments and the scales.</p>
        <p>We decided to collect data in two different contexts. First, we distributed the online
questionnaire containing the experiment in a German university. Second, we collected
data through a German online panel provider. After excluding invalid data sets (e.g.,
incompletely answered questionnaires), the final sample contained 196 completed
answers, which include 99 data sets with a “Low Degree of Gamification” treatment and
97 with a “High Degree of Gamification” treatment. Average age was 27 years. Of
these respondents, 6% state that their highest level of education completed is middle
school or equivalent, 43% have a high school degree or equivalent, and 51% university
degree or equivalent. Finally, 57% of the sample is female, and 43% is male.</p>
        <p>As we decided for a between subject experimental design, we also checked for
differences between personal characteristics of the participants. A t-test revealed no
significant differences for age and gender between both groups indicating that
randomization worked properly and that personal differences had no confounding effect.</p>
        <p>We also checked whether the manipulation in terms of the degree of gamification
has led to the expected differences in our measurement scales for self-development and
social comparison. We therefore conducted t-tests on all items separately. As expected,
we find that subjects perceived motivational experiences significantly higher in the
“High Degree of Gamification” treatment than in the “Low Degree of Gamification”
treatment (p &lt; .01; for all four items). We thus conclude that these increased perceptions
of motivational experiences can be attributed to our manipulation of gamified elements.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Data Analysis and Results</title>
      <p>In order to test the theoretical model and our hypotheses, we used a structural equitation
modeling (SEM) approach. We decided to apply the partial least squares (PLS) method
as it has fewer demands for sample size and excels at prediction. Furthermore, normal
distribution is not required [30]. Our sample of 196 cases satisfies the heuristic that the
sample size should exceed 10 times the number of paths directed to any latent variable
in the model [31]. The analysis was conducted using SmartPLS 3.0 and SPSS Statistics
21. We follow the two-step approach for SEM: First, we assess the quality of the
measurement model in order to ensure validity and reliability. Subsequently, the structural
model is analyzed [32].
4.1</p>
      <sec id="sec-4-1">
        <title>Measurement Model</title>
        <p>To assess the fit of the research model and empirical data, the constructs were tested
for content, convergent, and discriminant validity. All constructs were measured
reflectively. All test results reported in Table 2 and Table 3 are based on the PLS estimation
of the research model.</p>
        <p>We assured content validity by using existing scales from related research that fit
our theoretical constructs and by having the questionnaire reviewed by academic
experts in the pretest. Furthermore, three measures were evaluated to offer evidence of
convergent validity: individual item reliability, composite construct reliability (CR),
and average variance extracted (AVE). One item of the action awareness scale revealed
to have a factor loading below .7 and was thus excluded from the model. Afterwards,
all items load on their respective constructs at .70 or above, indicating an acceptable
level of individual item reliability [33]. The CR varies between .734 and .970, which
isg also above the acceptable limit of .70 [34]. Convergent validity refers to whether
items measuring a construct correspond with one another. The average variance
extracted (AVE) of each construct exceeds the lower bound of .50 [35]. Discriminant
validity refers to whether theoretically distinct concepts are empirically distinct from
one another. We checked cross-loadings and, as expected, all items have higher
loadings on their assigned construct than on the other constructs in the model (see Table 3)
[31]. Moreover, we used the criterion of Fornell &amp; Larcker (1981): As the AVE for
each construct is greater than the variance shared with other constructs (see square root
of AVEs on the diagonal in Table 2), discriminant validity can be confirmed. Hence,
the analyses suggest that our measurement model is both acceptable and reliable [36].
We used PLS for estimating the structural model. For assessing significance levels of
the structural model, we used the bootstrapping re-sampling method and created 1000
samples. The results of the estimation are presented in Figure 3.
Social Comparison
-.084n.s.
.220**
.202**
.006n.s.
Action-Awareness</p>
        <p>Merging
.173**
-.031n.s.</p>
        <p>Information Disclosure
n.s.</p>
        <p>n.s. n.s. n.s. n.s. n.s.</p>
        <p>n.s. n.s.</p>
        <p>Gender</p>
        <p>Age</p>
        <p>Education
-.145* -.340**</p>
        <p>.206**
Privacy
Risks</p>
        <p>Privacy
Benefits</p>
        <p>The results indicate positive significant influences of loss of self-consciousness on
information disclosure in support of H1. The results yield a negative and insignificant
effect of action-awareness merging on information disclosure. Thus, we find no support
for H2. Our estimation also yields positive effects for the influence of self-development
on action-awareness merging and the influence of social comparison on loss of
selfconsciousness and thus provide support for Hypothesis H4 and H5. We find no support
for H3 and H6, that is, self-development as an antecedent of loss of self-consciousness
and social comparison as antecedent of action-awareness merging.</p>
        <p>We find a significant effect of privacy risk and privacy benefits on information
disclosure which is in line with the argumentation of the privacy calculus [16, 37]. Our
estimation finds a significant negative effect for the education variable. This suggests
that subjects with higher levels of education in our sample are less likely to disclose
their personal information.
5</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Discussion</title>
      <p>The findings contribute to the nascent research on dark sides of gamification in that
they show that experiences in social comparison during gamified service usage can
trigger information disclosure through loss of self-consciousness. Thus, when
benchmarking yourself against others when engaging in an activity with the help of a
gamified service, disturbing thoughts regarding private information sharing drift away from
the user’s attention. Counter to our expectations, however, we find that
action-awareness merging has no effect on information disclosure. Because action-awareness
merging refers to reduced effort during service usage, we argue that the released additional
cognitive resources may users to correctly account for the information sensitivity of,
for instance, disclosing one’s own location data to a service provider and thus not
increase information disclosure. Based on our findings, we recommend that service
providers who enhance their services with affordances to support social comparison (e.g.,
leaderboards and ranks) make an effort to actively communicate their data privacy
policy to prevent users to disclose private information while their whole concentration is
focused on the task at hand. Alternatively, firms should not ask users to disclose private
information during service usage (e.g., using a pop-up window) and choose
asynchronous communication channels instead (e.g., email [14]) to ensure that the user is not
distracted.
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