2021
DOI: 10.3390/ijerph182111052
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Ethics of Gamification in Health and Fitness-Tracking

Abstract: The use of game-like elements is become increasingly popular in the context of fitness and health apps. While such “gamified” apps hold great potential in motivating people to improve their health, they also come with a “darker side”. Recent work suggests that these gamified health apps raise a number of ethical challenges that, if left unaddressed, are not only morally problematic but also have adverse effects on user health and engagement with the apps. However, studies highlighting the ethical challenges of… Show more

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Cited by 20 publications
(15 citation statements)
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“…Recruitment and compliance [ 28 ], accessibility to technology and digital literacy [ 30 ], user responsiveness in particular contexts [ 22 ], ethical concerns [ 17 ], and the complex relationship between behavior change techniques and actual behavior change [ 37 ], I.T. identity mediating meaningful interactions [ 38 ], designing strategies that address different user preferences [ 39 ], physical limitations [ 36 ], aesthetics improvement [ 40 ], effective gamification implementation [ 41 ], and consideration of usability concerns for particular user groups [ 42 ] are just a few of the issues that need to be taken into account.…”
Section: Resultsmentioning
confidence: 99%
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“…Recruitment and compliance [ 28 ], accessibility to technology and digital literacy [ 30 ], user responsiveness in particular contexts [ 22 ], ethical concerns [ 17 ], and the complex relationship between behavior change techniques and actual behavior change [ 37 ], I.T. identity mediating meaningful interactions [ 38 ], designing strategies that address different user preferences [ 39 ], physical limitations [ 36 ], aesthetics improvement [ 40 ], effective gamification implementation [ 41 ], and consideration of usability concerns for particular user groups [ 42 ] are just a few of the issues that need to be taken into account.…”
Section: Resultsmentioning
confidence: 99%
“…Ethical issues related to Gamification in health and fitness tracking include privacy concerns, data security, and user autonomy [ 17 ].…”
Section: Figurementioning
confidence: 99%
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“…Manipulation is demonstrated by the following examples: companies/brands that do not reveal the content and aims of a gamified system because consumers would otherwise not engage (Kim, 2021;Kim & Werbach, 2016). Sometimes, the users may not consent to data gathering if online service providers do not explain privacy conditions or games that take use of players' additive or obsessive habits in order to make it tough for users to quit playing (Kim, 2021;Kim & Werbach, 2016;Arora & Razavian, 2021;Kriz et al, 2022). Lastly is when gamification features and procedures are hidden from individuals to whom they are applied and when gamification tactics limit rational self-reflection and weaken autonomy in unacceptable ways (Kim, 2021;Vashisht & Sreejesh 2015;Kim & Werbach, 2016;Arora & Razavian, 2021;Kriz et al, 2022).…”
Section: Manipulationmentioning
confidence: 99%
“…While these ethical concerns are not comprehensive, they are illustrative of the negative consequences that creators and users of gamification programs may have on users (Weiss, 2019). For example, within a game, it may be permissible to manipulate or deceive someone, but such practices are scarcely acceptable in the real world, and if a gamification approach that transposes a game-world norm to the real world is used, ethical difficulties may develop (Arora & Razavian, 2021).…”
Section: Harmsmentioning
confidence: 99%