Ethics and Information Technology 18 (2):157-173 (2016)

Tae Wan Kim
Carnegie Mellon University
Gamification is the use of elements and techniques from video game design in non-game contexts. Amid the rapid growth of this practice, normative questions have been under-explored. The primary goal of this article is to develop a normatively sophisticated and descriptively rich account for appropriately addressing major ethical considerations associated with gamification. The framework suggests that practitioners and designers should be precautious about, primarily, but not limited to, whether or not their use of gamification practices: takes unfair advantage of workers ; infringes any involved workers’ or customers’ autonomy ; intentionally or unintentionally harms workers and other involved parties; or has a negative effect on the moral character of involved parties.
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DOI 10.1007/s10676-016-9401-5
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References found in this work BETA

Thinking, Fast and Slow.Daniel Kahneman - 2011 - New York: New York: Farrar, Straus and Giroux.
On Virtue Ethics.Rosalind Hursthouse - 1999 - Oxford University Press.
Value in Ethics and Economics.Elizabeth Anderson - 1993 - Harvard University Press.
The Theory and Practice of Autonomy.Gerald Dworkin - 1988 - Cambridge University Press.

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Gamification of Labor and the Charge of Exploitation.Tae Kim - 2018 - Journal of Business Ethics 152 (1):27-39.

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