In the last decade, gamification has been a widely used mechanism to influence behavioral habits in users so that they are more positively involved in learning and business processes. There are many articles or applications that materialize this adoption by showing success stories. However, few are those who mention the dangers of its use. This article shares the main precautions to be taken when creating a gamified strategy, promoting the use of gamification design and evaluation frameworks, in order to create a balanced approach that meets the profiles of its users.
CITATION STYLE
Queirós, R., & Pinto, M. (2022). The Dangers of Gamification. In Communications in Computer and Information Science (Vol. 1675 CCIS, pp. 151–162). Springer Science and Business Media Deutschland GmbH. https://doi.org/10.1007/978-3-031-20319-0_12
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