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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>markets: Gamification and playfulness in</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Agustin Ferrari Braun</string-name>
          <email>a.l.ferrraribraun@uva.nl</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alex Gekker</string-name>
          <email>gekker@tauex.tau.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Tel Aviv University</institution>
          ,
          <addr-line>Naftali Building</addr-line>
          ,
          <institution>Tel - Aviv University</institution>
          ,
          <addr-line>PO Box 39040, Ramat Aviv. Tel Aviv, 69978</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Amsterdam</institution>
          ,
          <addr-line>Turfdraagsterspad 9, Amsterdam 1012 XT</addr-line>
          ,
          <country country="NL">Netherlands</country>
        </aff>
      </contrib-group>
      <fpage>115</fpage>
      <lpage>123</lpage>
      <abstract>
        <p>In early 2021, millions of amateur traders managed to turn the direction of the markets against established Wall Street funds by heavily investing in GameStop stock. The event led to a proliferation of discourses on the role of brokerage platforms in the gamification of trading. Swimming against the current, the present paper reviews the different lines of argumentation deployed by these commentators while calling into question their usage of the concept of gamification. It does so through a comparative interfacial analysis of three major brokerage platforms, showing that they all share common representations of the markets, which do not mobilise game-like elements. Faced with a lack of empirical evidence for the gamification hypothesis, we propose instead to explore the autotelic logics of play that emerge between the user(s) and the media object(s).</p>
      </abstract>
      <kwd-group>
        <kwd>1 Brokerage Platforms</kwd>
        <kwd>eToro</kwd>
        <kwd>DeGiro</kwd>
        <kwd>Plus500</kwd>
        <kwd>Gamification</kwd>
        <kwd>Play</kwd>
        <kwd>Playthings</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <sec id="sec-1-1">
        <title>On January 25 2021, a post on r/</title>
        <p>
          WallStreetBets, one of Reddit’s largest forums
dedicated to “retail” trading (intended for
individuals buying and selling stocks), has
launched a community coordinated
“shortsqueeze” of the GameStop retail chain stock. The
result was a novel power exerted over financial
markets, including major financial loses incurred
by established institutional actors who invested in
GameStop losing value over time (“shorting”). On
February 23rd 2021, the chairman of the European
Securities and Markets Authorities (ESMA),
Steven Maijoor, delivered a statement to the EU
Parliament on the short squeeze and its
ramifications, where he singled out gamification
as one of the driving causes of the market run [1,
p. 3]. His American counterpart, Gary Glenser
from the U.S. Securities and Exchange
Commission (SEC), would quickly follow suit
during the congressional hearings around the
event. Glenser presented seven factors leading to
heightened market volatility, with “gamification
and user experience” being on top of the list [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
Here and throughout most of the section, the
phenomenon seems to be understood primarily as
an interfacial feature (e.g. [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]), in what Deterding
names the “nudging” rhetoric of gamification.
        </p>
        <p>
          The events of January 2021 revealed structural
deficiencies in the regulation of online brokerages
in both sides of the Atlantic, prompting action
from the European Commission [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], the American
Congress [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ] and the self-regulatory association
of American brokers [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. Game-like elements in
mass available trading software were at the core
of this regulatory drive [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. In this section we
review the two main lines of argument deployed
to criticise the supposed gamification of trading,
namely that these platforms encourage financial
behaviours standing against the best interests of
inexperienced traders (consumer welfare); and
that the higher trading volume from retail users
significantly dilutes the markets’ capacity for
price-discovery and liquidity allocation (market
quality).
        </p>
        <p>
          In their extensive review of the FinTech
discourses on gamification [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] show that they
hinge on a generational perspective that sees
game-like elements as crucial to include
millennials in the financial systems. The argument
goes like this: the coming of age of those born
between 1980 and 2000 was characterised by both
the 2008 Global Financial Crisis and the massive
development of digital technologies [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
Millennials are the first “digital natives” while
also sharing a distrust of traditional financial
services. Gamification is presented as an answer
to this conundrum, using the logics of games to
appeal to the rational pleasure-seeking impulsions
cultivated by digital platforms, and directing that
energy into a financial sector [7, p. 10]. These
discourses present gamification as an effective
method to foster financial literacy and inclusion,
necessary to achieve full citizenship within the
neoliberal paradigm [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Far from being a mere
sales pitch, this perspective was embraced by
political and legal institutions, that have actively
encouraged the development of FinTech
platforms (REFS).
        </p>
        <p>
          A more critical approach accepts that
gamification will increase financial inclusion, but
warn that it can come at the cost of the users’ best
interests. The entire democratising drive is
premised on including those who were previously
uncatered to by traditional financial institutions
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], which also means that they tend to be
unsophisticated investors with little knowledge of
the markets. The inclusion of features like
personalised recommendation algorithms or push
notifications encourage users to trade extensively,
reacting to the stimuli put forward by the platform
and engaging in trading strategies that are very
unlikely to yield benefits in the long run [
          <xref ref-type="bibr" rid="ref11 ref12">11, 12</xref>
          ].
Thus eththusiastic trading without professional
knowledge and tools produces the opposite
outcome for novel traders [
          <xref ref-type="bibr" rid="ref13 ref14">13, 14</xref>
          ]. At the same
time, excessive trading disproportionately
benefits the platform services, who obtain a rent
through each trade that they intermediate. It is
therefore in their best interest to develop gamified
features that increase user engagement [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. This
perspective postulates that rather than fulfilling
their duty of care towards novice investors,
trading platforms cynically encourage them to
engage in behaviours contrary to their own
interests through a series of gamified nudges.
        </p>
        <p>
          The consumer-welfare argument certainly is
the most compelling, particularly when
considering the stories of novice investors losing
everything through a series of bad deals (REFS).
However, a more economically oriented line of
argument has also flourished over the last year.
The number of retail investors has been on the rise
since 2012, a dynamic further accelerated by the
COVID-19 pandemic. As of 2020, even before the
GameStop Short Squeeze drove massive attention
to these services, retail investors were already
moving 20% of the total U.S. equities trading
volume [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ]. The economical critique considers
their (gamified) actions as “noise” [
          <xref ref-type="bibr" rid="ref17">17</xref>
          ], which do
not reflect coherent strategies. When retail traders
start to command a significant part of the daily
volume, their noise can affect the markets’
capacity to discover prices and allocate capital.
According to legal scholar James Fallows Tierney
[18, pp. 34-35],
the combination of zero-commission trading
and gamification may distort price discovery
processes by increasing both price movement
and volatility in the stocks most popular
among retail investors. […] Gamification
practices can capture retail investors’
attention and thereby induce trading in stocks
for reasons—like the payoff that the
intermediary receives from generating this
order flow— that are unrelated to the “value”
the investment offers.
        </p>
      </sec>
      <sec id="sec-1-2">
        <title>The market-quality argument against the</title>
        <p>gamification of trading uses similar evidence than
the customer welfare one but pointing at wider
ramifications. “Noise” trades are conceptualised
as both harmful for discrete individuals, and
actively hindering the markets’ social function.
An appealing interface might look enticing, but it
could wreak havoc on our market-based society.</p>
        <p>
          The recent explosion of research and
regulatory endeavours on gamified trading proves
beyond doubt that this is a salient issue in Western
economies. However, much of the work relies on
the American day-trading platform Robinhood as
the main object of study. While the Californian
platform has certainly experienced considerable
success since the mid-2010s, it remains based on
the United States and has failed to expand to other
markets (REF). In Europe, a number of different
platforms have emerged, with offers better
adapted to EU regulations, both in terms of offer2
and customer protection. These platforms were
actively involved in events such as the GameStop
Short Squeeze, which makes it even more
puzzling that the head of the ESMA only
mentioned Robinhood by name in the statement
that opened this section [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. It is also worth
mentioning that Robinhood’s User Experience
Design (UX) contains some of the most explicit
gamified elements, such as free stocks and a slot
machine simulator, which are largely absent from
the majority of services. Perhaps more
importantly, Robinhood’s business model is
based on Payment For Order Flow (PFOF), an
approach that allows the platform to redirect the
trades being made on the app to third-parties for
execution. While some European services, like
the German TradeRepublic (REF), use PFOF, it is
significantly less present in the EU than in
America. It is illegal in some member countries,
such as the Netherlands [
          <xref ref-type="bibr" rid="ref21">21</xref>
          ] and the European
Commission has indicated that it will ban it in all
the Union soon [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. Thus, putting too much
emphasis on Robinhood as the only case study
risks limiting our understanding of gamified
trading beyond this specific platform, particularly
when considering the overall FinTech promise to
“democratise finance” [
          <xref ref-type="bibr" rid="ref23">23</xref>
          ].
        </p>
        <p>
          On a more substantial level, the current
literature tends to focus too much on UX design
rather than posing deeper questions about the
nature of games and play as reflected in broader
approaches to gamification. This choice can be
explained in practical terms: understanding
trading as entertainment [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ] is considerably more
challenging for regulators than seeing it as a
profit-seeking venture [18, pp. 21-22]. Yet, these
considerations still leave us with a blind spot
when it comes to defining the grammars of play
mobilised by these platforms. As [6, p. 725]
briefly mention when arguing against regulation
that exclusively focus on software affordances:
“games in general are not identified by the
presence of particular features or elements, but by
a Wittgensteinian “family resemblance” to other
games”. While we do not fully share their
analytical approach, we do agree that definitions
of gamification relying on normative
interpretations of software design choices are both
scholarly shallow and easy to circumvent.
        </p>
        <p>
          While pro-gamification perspectives have
been met with approval in professional sectors [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ],
2 Perhaps the most salient example is the widespread adoption of
Contracts For Difference (CFDs), a type of derivative product
allowing traders to bet on the course of a particular stock without
the recent development of critical perspectives
seems to indicate that the times they are
achanging. The extensive growth of retail trading
in the last years can be indicative of further
financial inclusion, but its price may have been
too high. Unsuspecting traders have lost huge
quantities of money, and market devices have
been put under pressure, during an already
challenging economic environment due to the
pandemic. However, for these critiques to land
with further strength, more diverse case studies
must be put forward and sophisticated
understandings of play are needed.
        </p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Methodology</title>
      <p>
        To analyse the presence of game-like elements
in trading platforms, we applied a walkthrough
approach to eToro, DeGiro and Plus500,
prominent European retail trading platforms
chosen based on popularity and complexity. From
the three, eToro is by far the largest, with over 20
million users across five continents [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], DeGiro
and Plus500 have more modest userbases,
counting 630.000 [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] and 430.00 [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ]
respectively, at the time of writing. Still, these
numbers position them as some of the most
popular platforms in the entire field. Out of the
three, DeGiro is the most complex service,
requiring users to have some financial knowledge
before investing and presenting itself as a
allowing individual customers to access the same
operating logics as professionals [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. Plus500, by
contrast, aims at providing “simplified, universal
access to financial markets” [27, p. 9], by
exclusively focusing on a particular product:
Contracts For Difference (CFDs). eToro stands
somewhere in the middle of the two, offering a
large range of products to their clients, and
championing a social media inspired aesthetic.
      </p>
      <p>
        Originally developed in the field of Human
Computer Interaction to test usability,
walkthroughs have recently been
reconceptualised by new media scholars seeking
methodologies that allow in-depth engagements
with apps [26, p. 10]. Despite their relative
novelty, several distinct approaches have already
been developed (e.g., [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]); here we decided to
follow the post-phenomenological approach
mapped out by [30, p. 3] James Ash, Ben
Anderson, Rachel Gordon and Paul Langley. This
owning the underlying asset [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], and the possibility of trading in
Forex [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
version of the method stresses the ways in which
“interfaces modulate user action”, focusing on the
different units that compose the interface as a
whole. By doing so, we were able to interrogate
the brokerage platforms’ interfaces as
“assemblages of objects that are positioned and
spaced in relation to one another in order to
transduce qualities for both other objects in the
interface and the user engaging with that
interface” [31, p. 31]. Rather than analysing an
interface as a complete and finished system, it
stresses the relationality of its parts, and how they
are individually leveraged to generate a response
from the user.
      </p>
      <p>As part of the walkthrough methodology, one
of the authors traded daily on all three platforms
throughout February and early March 2021. They
constituted an investment portfolio based around
markets available in all three platforms and
moved them around to test the different interfacial
configurations made available by the platform3.
Rather than trying to emulate what an average
user would do, they set out to explore the interface
without taking into consideration any given
trading strategy, instead focusing on the units
mobilised by the interface at each time. Since our
goal was to investigate the common denominators
present in all platforms, we did not pay particular
attention to features specific to each service, like
the capacity of making public posts on eToro, or
DeGiro’s combined orders. This is consistent with
[32, p. 8]’s strategy to focus on certain aspects of
the interfacial experience while accepting that
others might not be part of the final research
output. In using the platforms, we sought out
specific interfacial elements that conformed (or
not) with previously outlined understandings of
gamification, namely: interactive elements that
increase engagement based on extrinsic
motivations. Particularly, we examined how the
amalgamation of design features generate
highlevel affordances, “the kinds of dynamics and
conditions enabled by technical devices,
platforms and media [...] the kinds of
communicative practices and habits they enable
or constrain” [33, p. 245). We will argue here that
the high-level affordances of brokerage platforms
are destined to generate legibility and reduce
friction.
3 Out of privacy concerns, the screenshots of eToro and
Plus500 reproduced on this piece were taken in the platform’s
demo mode, which allows user to trade with an inexistent</p>
    </sec>
    <sec id="sec-3">
      <title>3. Legibility and Friction in</title>
    </sec>
    <sec id="sec-4">
      <title>Trading</title>
    </sec>
    <sec id="sec-5">
      <title>Retail</title>
      <sec id="sec-5-1">
        <title>Despite the understandable differences in</title>
        <p>
          commercial positioning and brand identity, eToro,
DeGiro and Plus500 share a core approach to
trading that is premised on their similar business
model. As closed platforms, their goal is to
develop an interfacial experience that multiplies
transactions, which necessarily requires a heavy,
yet indirect, management of both information and
user interaction [34, p. 22]. Our research showed
that these two factors were central to the user
experience with the platform yet had little if any
connection to game-like elements. Instead, they
combined highly visual elements, easily available
texts and graphics, pop-ups that take little time to
interact with, and tacit fillings of information. The
amalgamation of these features generates two
crucial features. On the one hand, the markets
become legible even for the less financially
literate user; on the other, the potential frictions
[
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] emerging at the moment of putting cash on
the line are systemically reduced.
        </p>
        <p>
          The most salient interfacial element of all three
platforms were their spectacular displays of
dynamic pricing, meaning the modulation of the
“commercial value of a product or service based
on perceived market conditions” [35, p. 4]. Each
platform developed a similar approach to price
display, as exemplified by fig.1. Users are
constantly subjected to a very visual arrangement
of information, in which price variations are
identified through green or red flashes, building
on traditional trading floors visuals. It is easy to
gain a sense of the general direction of a market
through a quick glance to the screen, and the use
of vivid colours leaves no room for
misunderstanding. This approach to price
variation has two main advantages. It directs the
user’s attentions to a couple of factors that are
crucial for their engagement with the platform,
namely the prices at which they can buy or sell
positions, and the changes of the market on a
given timeframe. By constantly updating prices,
they provide a sense of inclusion in a high-speed
world where things are constantly changing. It is
common wisdom that investing in the financial
markets is a matter of speed and timing [
          <xref ref-type="bibr" rid="ref36">36</xref>
          ]. The
visual exaggeration of market shifts gives users
currency. DeGiro does not have this function, so the amounts
traded where hidden when necessary.
the sense that they are active agents in the
interconnected world of international finance.
        </p>
      </sec>
      <sec id="sec-5-2">
        <title>The initial visual inclusion is then completed</title>
        <p>by the platforms’ complementary offer of
financial news to all their users. Each one of them
have a page devoted to each available security,
providing general data about its performance.
These market profiles contain basic information,
including their price, variations on different time
frames and, if they are related to a company, their
market cap. Popular securities often have their
own news aggregator, that collects news articles
on the security in real time. These small reports
offer a condensed overlook into the behaviour of
a stock, which are both easier to understand than
complex technical profiles, and considerably
easier to access, since it only requires two clicks
to go form the home screen to a security’s page.
The information offered by the platforms cannot
be described as pathbreaking in any meaningful
way: anybody with an internet connection can
find the same data on websites like Yahoo
Finance, The Motley Fool or MarketWatch. Their
direct integration within the interface, however, is
crucial to lower the threshold to interact with
financial information. At the same time, the
organisation of information shows the priorities of
the platforms: as brokerages, they are mainly
interested in pushing the users to trade.
Information is thus structured around securities,
rather than providing a sense of the macro-trends
in the markets, as more advanced software like the
Bloomberg Professional Services would do. By
adding a news-aggregator feature to their activity
as brokerages, these services are fully leveraging
the possibilities of the platform structure,
integrating different, formerly distinct, elements
into one experience.</p>
        <p>
          The spectacular display of pricing variations
and the easily-accessible information on securities
are part of the high-level affordance that we call
“legibility”. One of the main challenges that
brokerage platforms face is the intrinsic
complexity of financial markets. As critical
perspectives on finance have noted time and time
again (e.g. [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]), the alienating nature of financial
information derives both from the intrinsic
complexity of an international infrastructure and
from an ideological drive to keep the markets’
inner workings as complex as possible. Without
necessarily affording more clarity into those inner
workings, brokerage platforms need to reduce that
alienation. If we were to follow the gamification
hypothesis, this reduction would entail the usage
of game-like elements. However, in reality, they
generate legibility through visual exaggerations of
market trends and easily-available financial
information, all of which are displayed in the
familial environment of a platform. Legibility
does not emerge from game elements; it emerges
from carefully curated access to information.
        </p>
        <p>
          The second element that brokerage platforms
need to manage is friction. After [32, p. 3], we
understand friction as “bodily and technical
obstacles or hesitancies that interrupt, slow or stop
a user from completing a task within a digital
interface, such as choosing a service or buying a
product”. This friction is particularly present
during thresholds, the “necessary moment or point
in interfaces that a designer needs to encourage
the user to cross or move beyond. Always
involving some kind of movement, thresholds are
occasions of discontinuity within an interface”
[31, p. 6]. If generating legibility as a high-level
affordance is necessary for brokerage platforms to
get users to interact with the financial markets,
reducing friction to a minimum is fundamental to
get them to trade. As mentioned in above, the
business model of these services is based on
exploiting the spread, the more users trade, the
more revenue is generated for the platforms.
Behavioural economists have pointed out (e.g.
[
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ], [
          <xref ref-type="bibr" rid="ref38">38</xref>
          ]) that users of brokerage platforms
tend to trade considerably more than other agents;
we argue that this is due to the interfacial
reduction of friction.
        </p>
        <p>Entering a trade is the most obvious example
of a threshold. To reduce potential hesitancy, the
three platforms decided to use a pop-up system
whereby the object enabling trading appears
superimposed to the screen in which it was opened
(fig. 2). eToro and Plus500 go as far as to
automatically propose a certain number of stocks
(known as “position”) to the users,
algorithmically designed to fit their profile. Some
basic variables are included in these screens, such
as the possibility to automatically close a position
in case of loses or earnings surpassing a certain
amount. Once the user has entered the values that
they would like to purchase or sale, they only have
to click on a big – distinctly coloured - button to
execute the trade. Users are not able to decipher
from any of these screens who they are trading
with and how the positions they bought will
become theirs. The use of pop-ups and the
underlying presence of other screens when the
deals commence present the central activity of the
platform - trading - as a relatively minor activity.
Far from being the central interfacial experience,
as one could expect, it is presented as a formality
that is not meant to cost too much time, implicitly
assuming that users already know what they want
when they open a trading window. By doing so,
the platforms reduce friction at a core moment of
engagement (committing one’s money to the
market) and integrate this crucial aspect into the
overall flow of the interface.</p>
        <p>The same streamlined approach characterises
the deposit of funds. All platforms accept several
forms of payment, including PayPal, iDeal
(regional Dutch e-payment service), bank transfer
and credit card wiring, and they all have
predetermined amounts that can be automatically
charged. Plus500 automatically suggested to
deposit 500€, while eToro prefilled the form for
the value of 1000€; DeGiro did not have a
prefilled form, but had buttons to add 1000€,
2000€, 5000€ and 10000€. This is particularly
interesting when considering that DeGiro, as
opposed to the other two, does not require users to
deposit a minimal amount to trade: while it
encourages newcomers to invest up to 10000€, the
same users could access the same functions with
as little as 20€ or even 1€. Depositing money is
the biggest threshold for retail trading platforms,
the moment in which users decide to put their cash
on the line. One could think that these screens
would be the most detailed ones, but as fig. 3
shows, they are some of the most understated,
with bare minimal elements. Once again, the
specifics of the transaction are rendered invisible
by the interface, and users are only required to
acquiesce or slightly modify parameters that have
already been chosen for them.</p>
        <p>
          By generating legibility and reducing friction,
brokerage platforms create an interfacial regime
in which anybody with a passing knowledge of
finance can engage with the markets. This drive to
popularise access to finance, removing
knowledge and operational barriers, is at the core
of the FinTech business model [
          <xref ref-type="bibr" rid="ref37">37</xref>
          ]. However, as
opposed to what the proliferation of discourses on
the gamification of trading may led to believe,
game-like elements are altogether absent from the
core interfacial of these platforms. Confronted
with a lack of empirical evidence, the validity of
these discourses is called into question, forcing us
to consider a different approach to their
playfulness.
        </p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>4. Conclusion</title>
      <sec id="sec-6-1">
        <title>The GameStop Short-Squeeze highlighted the</title>
        <p>
          role of brokerage platforms in amateur trading.
Hardly a week has gone by in 2021 without a new
type of financial scandal containing a conspicuous
element of playfulness. Heated trading of stock in
companies like AMC Entertainment or
BlackBerry among retail investors [
          <xref ref-type="bibr" rid="ref40">40</xref>
          ], the
phenomenon of so-called “shitcoins” [
          <xref ref-type="bibr" rid="ref41">41</xref>
          ], or the
exponential appreciation of Bored Apes
NonFungible Tokens [
          <xref ref-type="bibr" rid="ref42">42</xref>
          ], all seemingly combine into
a series of “gameful” interactions with the
financial markets. At the same time, a continuous
critique has been levied by industry and
academics alike regarding the hazards of such
practices to both amateur investors (consumer
welfare) and the established financial flows as a
whole (market quality) Yet, as our comparative
research of eToro, DeGiro and Plus500 shows,
rather than gamefulness per se, the apps excel at
the management of the legibility of financial
markets, through the friction (slowing down or
speeding up) certain aspects of the trading
experience.
        </p>
        <p>While gamification seems like a popular (and
somewhat populist) explanation of the apps’
success, the resulting picture is more complex.
Instead, the aforementioned apps allow for a form
of collective power exertion of the financial
markets by presenting retail traders with the
information and capacities up until very recently
reserved for major institutional players only. If
any, instead of providing extrinsic rewards
contingent on the apps logic, the retail traders
“level up” by “playing” the markets correctly.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>5. References</title>
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