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Gamification vs. Privacy: Identifying and Analysing the Major Concerns

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  • Aikaterini-Georgia Mavroeidi

    (Privacy Engineering and Social Informatics Laboratory, Department of Cultural Technology and Communication, University of the Aegean, 81100 Lesvos, Greece)

  • Angeliki Kitsiou

    (Privacy Engineering and Social Informatics Laboratory, Department of Cultural Technology and Communication, University of the Aegean, 81100 Lesvos, Greece)

  • Christos Kalloniatis

    (Privacy Engineering and Social Informatics Laboratory, Department of Cultural Technology and Communication, University of the Aegean, 81100 Lesvos, Greece)

  • Stefanos Gritzalis

    (Information and Communication Systems Security Laboratory, Department of Information and Communications Systems Engineering, University of the Aegean, 83100 Samos, Greece)

Abstract

Gamification, the use of game design elements in applications that are not games, has been developed to provide attractive environments and maintain user interest in several domains. In domains such as education, marketing and health, where gamification techniques are applied, user engagement in applications has increased. In these applications the protection of users’ privacy is an important aspect to consider, due to the applications obtaining a record of the personal information of their users. Thus, the purpose of this paper is to identify if applications where gamification is applied do respect users’ privacy. For the accomplishment of this aim, two main steps have been implemented. Since the main principle of gamification is the existence of game elements, the first step was to identify the set of game elements recorded in the literature that are commonly applied in various applications. Afterwards, an examination of the relationship between these elements and privacy requirements was implemented in order to identify which elements conflict with the privacy requirements leading to potential privacy violations and which elements do not. Α conceptual model according to the results of this examination was designed, which presents how elements conflict with requirements. Based on the results, there are indeed game elements which can lead to privacy violations. The results of this work provide valuable guidance to software developers, especially during the design stages of gamified applications since it helps them to consider the protection of users’ privacy in parallel from the early stages of the application development onwards.

Suggested Citation

  • Aikaterini-Georgia Mavroeidi & Angeliki Kitsiou & Christos Kalloniatis & Stefanos Gritzalis, 2019. "Gamification vs. Privacy: Identifying and Analysing the Major Concerns," Future Internet, MDPI, vol. 11(3), pages 1-17, March.
  • Handle: RePEc:gam:jftint:v:11:y:2019:i:3:p:67-:d:211996
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    References listed on IDEAS

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    1. Feifei Xu & Jessika Weber & Dimitrios Buhalis, 2013. "Gamification in Tourism," Springer Books, in: Zheng Xiang & Iis Tussyadiah (ed.), Information and Communication Technologies in Tourism 2014, edition 127, pages 525-537, Springer.
    2. Rajagopal, 2014. "The Human Factors," Palgrave Macmillan Books, in: Architecting Enterprise, chapter 9, pages 225-249, Palgrave Macmillan.
    3. N. Serdar Sever & Goknil Nur Sever & Salar Kuhzady, 2015. "The Evaluation of Potentials of Gamification in Tourism Marketing Communication," International Journal of Academic Research in Business and Social Sciences, Human Resource Management Academic Research Society, International Journal of Academic Research in Business and Social Sciences, vol. 5(10), pages 188-202, October.
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    1. Donafeby Widyani, 2021. "Gamification as a marketing strategy for Garuda Indonesia loyalty program," International Journal of Research in Business and Social Science (2147-4478), Center for the Strategic Studies in Business and Finance, vol. 10(7), pages 418-422, October.
    2. Chao Zhang & Pieter van Gorp & Maxine Derksen & Raoul Nuijten & Wijnand A. IJsselsteijn & Alberto Zanutto & Fabio Melillo & Roberto Pratola, 2021. "Promoting Occupational Health through Gamification and E-Coaching: A 5-Month User Engagement Study," IJERPH, MDPI, vol. 18(6), pages 1-17, March.

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