Table 6

Summary of the creators-related conflicts and reconciliation approaches

DriverConflict areasReconciliation approaches
CauseResources‣ 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
ChanceStaying 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
Source(s): Authors’ own work

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