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  1. Gamification of Labor and the Charge of Exploitation.Tae Kim - 2018 - Journal of Business Ethics 152 (1):27-39.
    Recently, business organizations have increasingly turned to a novel form of non-monetary incentives—that is, “gamification,” which refers to a motivation technique using video game elements, such as digital points, badges, and friendly competition in non-game contexts like workplaces. The introduction of gamification to the context of human resource management has immediately become embroiled in serious moral debates. Most notable is the accusation that using gamification as a motivation tool, employers exploit workers. This article offers an in-depth analysis of the moral (...)
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  • Design Bioethics, Not Only as a Research Tool but Also a Pedagogical Tool.Christine Clavien, Samia Hurst, Mathieu Nendaz, Marie-Claude Audétat & Julia Sader - 2021 - American Journal of Bioethics 21 (6):69-71.
    As highlighted by Pavarini et al., researchers in the field of bioethics have to remain critical and reflexive on the methodology and on the tools they use for their research purpose because...
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  • Getting Away with Murder: Why Virtual Murder in MMORPGs Can Be Wrong on Kantian Grounds.Helen Ryland - 2019 - Ethics and Information Technology (2).
    Ali (Ethics and Information Technology 17:267–274, 2015) and McCormick (Ethics and Information Technology 3:277–287, 2001) claim that virtual murders are objectionable when they show inappropriate engagement with the game or bad sportsmanship. McCormick argues that such virtual murders cannot be wrong on Kantian grounds because virtual murders only violate indirect moral duties, and bad sportsmanship is shown across competitive sports in the same way. To condemn virtual murder on grounds of bad sportsmanship, we would need to also condemn other competitive (...)
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  • OntoGamif: A Modular Ontology for Integrated Gamification.Rokia Bouzidi, Antonio De Nicola, Fahima Nader & Rachid Chalal - 2019 - Applied Ontology 14 (3):215-249.
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