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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Motivational, Ethical and Gamification Issues in Crowdsourcing</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Liam Murray</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marta Giralt</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Modern Languages &amp; Applied Languages University of Limerick liam.murray</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <fpage>24</fpage>
      <lpage>25</lpage>
      <abstract>
        <p>This paper investigates a number of important issues related to ethics, motivation and gamification. Gamification has previously been presented and identified as an area containing high potential for learning (Perry, 2015), and may therefore be judged worthy of investigation when applying crowdsourcing techniques. In addition, this paper will cover issues related to learner retention and motivation. We will further pursue this area by including major points on ethical and motivational considerations, drawing upon our previous research on gamification (Buckley, et al. 2018) and aim to relate them to crowdsourcing.</p>
      </abstract>
      <kwd-group>
        <kwd>Gamification</kwd>
        <kwd>Crowdsourcing</kwd>
        <kwd>Gaming</kwd>
        <kwd>Motivation</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Gamification has been defined as the use of game design
elements in non-game contexts, and has proven to be highly
effective in motivating behavioural change. It must be
pointed out that this does not necessarily mean making
everything into a game. By interpreting game elements as
“motivational affordances”
        <xref ref-type="bibr" rid="ref13 ref23 ref4 ref5">(Deterding, 2011; Jung,
Schneider, &amp; Valacich, 2010; Zhang, 2008)</xref>
        , and
formalising the relationship between these identified
elements and motivational affordances, it is our conviction
that gamification can be effectively used to improve
software systems across many different and distinct
application domains.
      </p>
      <p>The research reported here seeks to illustrate the direct
relationship between game elements and motivation, and
proposes the more systematic employment of a strictly
defined type of gamification.</p>
      <p>
        We will show a previously developed framework which
linked the most commonly-present game elements with the
components of a psychological motivational model known
as Self-Determination Theory. The ongoing goal is to
inform system designers who would seek to leverage the
gamification of such game elements what they would need
to employ as motivational affordances. In order to do this,
we will show comparisons of game elements and a recently
established framework, known as GaMDeF
“Gamification–Motivation Design Framework”
        <xref ref-type="bibr" rid="ref3">(Buckley,
DeWille, Exton, Exton, &amp; Murray, 2018)</xref>
        . Furthermore, we
will reveal the various interrelationships that exist within
game elements.
      </p>
      <p>
        However, gamification is not without its critics, as it is
currently practised in the world of marketing and customer
loyalty.
        <xref ref-type="bibr" rid="ref24">Zichermann (2011)</xref>
        believes that he only needs to
provide users with rewards and status, in order to
encourage them to participate in a system. This reductivist
approach to presenting the powerful influence of games as
nothing more than rewards exasperates games critics such
as Bogost
        <xref ref-type="bibr" rid="ref1 ref2">(Bogost, 2011, 2014)</xref>
        , and Deterding (2011b),
who sees Zichermann’s approach as allowing customers to
be “(fleeced) to the benefit of the company”, rather than
games that enhance or improve the gaming experience.
Deterding (2011b) goes on to claim that Zichermann lauds
those game designers that “dupe customers”, manipulating
them to undertake tasks they would not otherwise do, and
        <xref ref-type="bibr" rid="ref1">Bogost (2011)</xref>
        characterises the resultant systems as
“exploitationware” and worse. As regards motivation, this
may be described in its simplest form as the sense of being
“moved to do something”
        <xref ref-type="bibr" rid="ref19">(Ryan &amp; Deci, 2000, p. 54)</xref>
        ,
however, it may also be about the “choice” of an action and
the “effort” expen
        <xref ref-type="bibr" rid="ref6">ded on it (Dörnyei, 2001</xref>
        , p. 7). Whilst
other researchers believe that more importantly than
‘effort’, a player’s in-game behaviour is driven more by
individual volition than by external factors
        <xref ref-type="bibr" rid="ref7">(Fenouillet,
Kaplan &amp; Yennek, 2009, p. 49)</xref>
        . Therein lies the rub
between ethics, motivation and gamification. In this paper,
we will explore and discuss the important implications of
these three aspects and how they relate to each other and to
crowdsourcing.
      </p>
      <p>2.</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        Offering as a background to the different aspects that are
going to be discussed in this paper, we will present the
outline of the different sections that are covered and
developed in it. With gamification being one of the main
concepts and ideas that we are discussing, some definitions
need to be considered and briefly examined to set the
ground for one of the main questions: “how much
gamification is required?” As we are also exploring
motivational and ethical issues, it should be noted at the
outset that when employing gamification we are attempting
to change or modify a behaviour or behaviours
After reviewing various pertinent theories and
terminologies related to game elements within the gaming
literature, we chose 3 main sources
        <xref ref-type="bibr" rid="ref20 ref22 ref9">(Fitz-Walter, 2015;
Seaborn &amp; Fels, 2015; Werbach &amp; Hunter, 2012)</xref>
        to build
the GaMDeF (Gamification-Motivation Design
Framework) model which is presented, extended and
localised here. This consolidated and evaluated framework
brings together 19 game elements with 3 of the main
components of motivation. Finally, we will discuss the use
of gamification and games to collect data generated by
users as implicit crowdsourcing technique and ethical
considerations will be debated.
      </p>
      <p>2.1</p>
    </sec>
    <sec id="sec-3">
      <title>Definitions</title>
      <p>
        At its most basic, we can define gaming as the ‘willing
acceptance of a challenge’.
        <xref ref-type="bibr" rid="ref8">Ferrara (2013)</xref>
        has
convincingly shown that games “are able to communicate
persuasive messages” (p. 294). While this can be seen as a
negative phenomenon, where innocent game players are
exploited by gamification designers,
        <xref ref-type="bibr" rid="ref11">Gee (2016)</xref>
        has long
argued that persuasion can be used for positive behavioural
change. Accordingly,
        <xref ref-type="bibr" rid="ref18">Ramirez and Squire (2014)</xref>
        suggest
that gamification (the use of game design elements in
nongame contexts) should be an item in an educator’s
motivational toolbox. The inevitable caveat comes from
        <xref ref-type="bibr" rid="ref12">Iacovides et al, (2013</xref>
        ) who show how games are
increasingly incorporated into online citizen science (CS)
projects as a way of crowdsourcing data; yet the influence
of gamification on volunteer motivations and engagement
in CS projects is still unknown. They found that game
elements are not necessary for attracting new volunteers to
a project; however, they may help to sustain engagement
over time, by allowing volunteers to participate in a range
of social interactions and through enabling meaningful
recognition of achievements. Their findings have also been
strongly supported by evidence from
        <xref ref-type="bibr" rid="ref10">Fort et al. (2017)</xref>
        .
2.2
      </p>
    </sec>
    <sec id="sec-4">
      <title>Motivation and self-Determination theory</title>
      <p>
        There are “over twenty internationally recognized theories
of motivation” (
        <xref ref-type="bibr" rid="ref6">Dörnyei, 2001</xref>
        , p.12), but it is way beyond
our scope to cover them all. Instead, we concentrate on
SDT, a theory proposed by
        <xref ref-type="bibr" rid="ref19">Ryan and Deci (2000)</xref>
        which
suggests that Competence (mastery e.g. boss fights),
Autonomy (choice e.g. DownLoadable Content) and
Relatedness (social connection e.g. World of Warcraft or
Fortnite) are the constructs that drive motivation. SDT
extends Constructivism (individual constructing their own
meaning), with the individual being afforded the chance to
experience Autonomy.
When these mental models allow for feelings of
competence, autonomy and relatedness, then the learner is
more heavily involved in their own learning. Games, as
described by
        <xref ref-type="bibr" rid="ref17">Prensky (2003)</xref>
        enable players to build on
their existing knowledge and extend the limits of their
competences. This concept of creating additional
knowledge by repeating previously learned tasks is, of
course, an important part of constructivist learning theory,
where constructivists argue that we bring prior knowledge
to everything that we learn, and it is how this previous
understanding is enveloped into new material which
defines its appropriation.
2.3
      </p>
    </sec>
    <sec id="sec-5">
      <title>Key question: how much gamification is required?</title>
      <p>
        There is therefore an established direct relationship
between game elements and motivation. A previously
developed framework linked the most commonly present
game elements with the components of a psychological
motivational model known as the Self-Determination
Theory. Our aim was to inform system designers seeking
to use gamification about those game elements they would
need to employ as motivational affordances. We made
comparisons of game elements and established a
framework, known as GaMDeF - “Gamification–
Motivation Design Framework”
        <xref ref-type="bibr" rid="ref3">(Buckley et al, 2018)</xref>
        .
Here, we will show the various inter-relationships that exist
in game elements and those which carry most relevance to
our Working Group 3 area whilst attempting to quantify
gamification for our purposes.
      </p>
      <p>Table 1 reveals the sources upon which was built the initial
framework.</p>
      <p>
        Table 2 describes the consolidated, evaluated GaMDeF
(ibid.) but it has also been updated and extended to include
another factor known as DownLoadable Content (DLC).
This recent development in gaming generates high profits
for game developers; it may also affect motivation, for
good or bad
        <xref ref-type="bibr" rid="ref15">(McDaniel, 2016)</xref>
        . Quantifying the level of
gamification in a learning or crowdsourcing task is
ultimately a fungible activity. Each ‘gamified’ activity may
be interchangeable with another activity. In the end, there
may be only two factors which count: effort and reward.
Figure 1 attempts an overview of efforts and rewards in
showing the inter-relationships between game elements.
One may expect this Figure to be updated with more
developments in gaming design, but for the moment it
reveals the most salient features in the quantification
argument for gamifying ‘effort’ and ‘rewards’.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Gamification Issues and Ethical</title>
    </sec>
    <sec id="sec-7">
      <title>Concerns</title>
      <p>
        As already mentioned, motivation is described as being
“moved to do something”
        <xref ref-type="bibr" rid="ref19">(Ryan &amp; Deci, 2000)</xref>
        , but it also
involves the innate willingness of “choice” to perform an
action and the amount of “effort” expen
        <xref ref-type="bibr" rid="ref6">ded on it (Dörnyei,
2001</xref>
        ) and required by it. For the effort to be genuine, the
task itself must first be authentic, genuine whilst engaging
the learner or practitioner in the ethical acquisition of
knowledge. When gamifying, one is intending to change
behaviours and changing behaviours may equate to
persuading someone to engage whilst offering the player a
return or reward on the time invested in playing
        <xref ref-type="bibr" rid="ref14">(Lafourcade &amp; Le Brun, 2014)</xref>
        . Dörnyei (ibid), amongst
others, has written about extrinsic and intrinsic motivation,
and the question of how much extrinsic motivation is
sufficient.
        <xref ref-type="bibr" rid="ref21">Tuite (2014)</xref>
        has also asked the question of how
to bring together successfully in-game motivation and
realworld motivation in order to create better, more complex
and collaborative games for crowdsourcing solutions to
problems. With gamification providing extrinsic
motivation in our context, we must recognise that games
can become inherently addictive for some people. The
question then becomes one of changing from reward to
disruption in one’s personal and professional life. Therein
lie the contradiction and controversy between ethics,
motivation and gamification.
      </p>
      <p>4.</p>
    </sec>
    <sec id="sec-8">
      <title>Conclusions &amp; Questions</title>
      <p>The GaMDeF model is intended to inform us primarily
about game elements which may be important when
gamifying types of crowdsourcing tasks. The framework is
not meant to be prescriptive and should be ‘localised’ by
any Working Group wishing to explore gamifying
crowdsourcing tasks. We would end by asking the
fauxnaïf question of whether it is possible to gamify everything
within our crowdsourcing tasks. In truth, we do not know
the answer to this. Our tentative proposal would be to
engage effectively with the end-user during the first initial
minutes of exposure with heavily gamified elements.
Following this short period, further lightly gamified
activities may be added throughout the process. We cannot
ignore the influence and attraction of gamification, yet we
cannot simply accept its design and implementation
uncritically and untested.</p>
      <p>5.</p>
    </sec>
    <sec id="sec-9">
      <title>Bibliographical References</title>
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