Due to the increased use of Information and Communication Technologies (ICTs), several methods have been developed in order to create more attractive interaction environments, so that users’ interest on using services to be maintained. Gamification consists a method, aiming to increase users’ engagement by implementing game design elements in services that are not games [1]. While using all these services, users’ information is recorded and monitored. Except the importance of increasing the use of ICTs, it is crucial to ensure that users’ personal information will be protected. To achieve it, privacy issues should be considered by software developers during the design phase of a service, in parallel with the game design elements. Based on our previous research [2], it was identified that the relation between gamification and privacy has not been examined sufficiently. As a result, a detailed analysis was conducted. In this work, in order to examine this relation in existent services, a detailed description of gamified services in several sectors has been conducted. Afterwards, based on the results of the conducted research and the examination of existent gamified services, a metamodel is presented, which describes how each game element conflicts with privacy requirements. By using this metamodel, software developers will be able to identify which mechanisms should be implemented in such services, so that users’ privacy to be protected in parallel. The development of such services ensures the trust between users and them and consequently, users’ engagements will be increased [3].
CITATION STYLE
Mavroeidi, A. G., Kitsiou, A., & Kalloniatis, C. (2019). The Interrelation of Game Elements and Privacy Requirements for the Design of a System: A Metamodel. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 11711 LNCS, pp. 110–125). Springer. https://doi.org/10.1007/978-3-030-27813-7_8
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