Table 1

Gamification value destroyers (Raftopoulos, 2014)

Value destroyerShort definition
Coercive ParticipationDeveloping a sense of obligation to play rather than to participate voluntarily
Leaky ContainersPersonal data being shared to third parties without the users’ consent
Technological WhipUsing gamification to control or penalize the users of the gamified strategy
Homogenization of the WorkforceMisuse of data to infer information about a person in a different context than the game’s
Loss of AgencyUsing computational systems that take away individual autonomy to act
Illusion of ChangeDeceptive sense of accomplishment without leading to a real transformation
Shallowness and InauthenticityIncorporation of the “fun” factor that becomes distractive and can backfire from the original intention
Source(s): Authors’ own work

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