Gamification value destroyers (Raftopoulos, 2014)
| Value destroyer | Short definition |
|---|---|
| Coercive Participation | Developing a sense of obligation to play rather than to participate voluntarily |
| Leaky Containers | Personal data being shared to third parties without the users’ consent |
| Technological Whip | Using gamification to control or penalize the users of the gamified strategy |
| Homogenization of the Workforce | Misuse of data to infer information about a person in a different context than the game’s |
| Loss of Agency | Using computational systems that take away individual autonomy to act |
| Illusion of Change | Deceptive sense of accomplishment without leading to a real transformation |
| Shallowness and Inauthenticity | Incorporation of the “fun” factor that becomes distractive and can backfire from the original intention |
| Value destroyer | Short definition |
|---|---|
| Coercive Participation | Developing a sense of obligation to play rather than to participate voluntarily |
| Leaky Containers | Personal data being shared to third parties without the users’ consent |
| Technological Whip | Using gamification to control or penalize the users of the gamified strategy |
| Homogenization of the Workforce | Misuse of data to infer information about a person in a different context than the game’s |
| Loss of Agency | Using computational systems that take away individual autonomy to act |
| Illusion of Change | Deceptive sense of accomplishment without leading to a real transformation |
| Shallowness and Inauthenticity | Incorporation of the “fun” factor that becomes distractive and can backfire from the original intention |
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