Summary of the creators-related conflicts and reconciliation approaches
| Driver | Conflict areas | Reconciliation approaches | |
|---|---|---|---|
| Cause | Resources | ‣ Knowledge and skills | ‣ Subcontracting ‣ Teaming up with experts ‣ Self-learning |
| ‣ Time | ‣ Priorities' management training ‣ Creating timesheets with calculations based on previous projects | ||
| ‣ Financing | ‣ Using free services available for start-ups, students and NGOs ‣ Diversifying business models ‣ Creating premium services ‣ Licensing and membership schemes ‣ Considering add on- in-app services | ||
| Intention and orientation | ‣ Impact generation | ‣ Communicating clearly what the objectives of the app are, both in terms of benefits for the user as for the ultimate goal to achieve ‣ Visualizing the steps toward achieving the desired goal | |
| ‣ Realism | ‣ Using only reliable, verifiable information ‣ Presenting narratives that highlight why the process is more relevant than the goal itself ‣ Encouraging users to realize that their individual actions play a relevant role | ||
| ‣ Systemic thinking | ‣ Ensuring that the users are aware that the gamification features are motivational tools that they may not need when changing their habits | ||
| Growth vs survival | ‣ Revenue creation | ‣ Taking proper time to explore the business model that suits the value proposition of the app and the capabilities of the creator(s) ‣ Being aware of the priorities to keep the app valuable to their users | |
| ‣ Users' expectations and attitudes | ‣ Keeping the play experience free for the users ‣ Being transparent about your costs for keeping the app free ‣ Voluntarism | ||
| Chance | Staying true to the cause while gaining the users' trust | ‣ Enabling feedback loops to keep reminded of what the app stands for and what makes it different from others in the market ‣ Having clear key performance indicators to report about from the very beginning of the relationship with funders so they know what to expect | |
| ‣ Preventing fatigue when applying gamification ‣ Keeping a neutral, informative tone within the app and when communicating with the users ‣ Establishing communication channels and reply to the users' feedback | |||
| Gamification as a value destroyer | ‣ Using gamification as a prompter to action, giving the user the chance to choose the features they like ‣ Anonymizing all data collected ‣ Skipping sign-up features that may lead to third parties accessing the users' data ‣ Highlighting that the problems are real and the app facilitates small steps to achieve a greater, common goal ‣ Presenting how gamification is implemented in the app, the reasons and expected outcomes from using it ‣ Enabling opt-in/opt-out options for gamified features | ||
| Gamification as a source of ethical tensions | ‣ Considering the implementation of gamification as a trial-error experience ‣ Continuously checking (and responding to) users' feedback ‣ Introducing ethical considerations into the design of their apps, even if they choose not to communicate about ethics ‣ Considering potential negative impacts of the app and including these in the design process ‣ Elaborating a risk management plan for all stakeholders involved ‣ Using local servers to reduce CO2 emissions and a closer management of data | ||
| Driver | Conflict areas | Reconciliation approaches | |
|---|---|---|---|
| Cause | Resources | ‣ Knowledge and skills | ‣ Subcontracting |
| ‣ Time | ‣ Priorities' management training | ||
| ‣ Financing | ‣ Using free services available for start-ups, students and NGOs | ||
| Intention and orientation | ‣ Impact generation | ‣ Communicating clearly what the objectives of the app are, both in terms of benefits for the user as for the ultimate goal to achieve | |
| ‣ Realism | ‣ Using only reliable, verifiable information | ||
| ‣ Systemic thinking | ‣ Ensuring that the users are aware that the gamification features are motivational tools that they may not need when changing their habits | ||
| Growth vs survival | ‣ Revenue creation | ‣ Taking proper time to explore the business model that suits the value proposition of the app and the capabilities of the creator(s) | |
| ‣ Users' expectations and attitudes | ‣ Keeping the play experience free for the users | ||
| Chance | Staying true to the cause while gaining the users' trust | ‣ Enabling feedback loops to keep reminded of what the app stands for and what makes it different from others in the market | |
| ‣ Preventing fatigue when applying gamification | |||
| Gamification as a value destroyer | ‣ Using gamification as a prompter to action, giving the user the chance to choose the features they like | ||
| Gamification as a source of ethical tensions | ‣ Considering the implementation of gamification as a trial-error experience | ||
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