Loading…

Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions

Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings, many scholars and practitioners face a major challenge ahead:...

Full description

Saved in:
Bibliographic Details
Published in:arXiv.org 2023-09
Main Authors: Ana Carolina Tomé Klock, Santana, Brenda Salenave, Hamari, Juho
Format: Article
Language:English
Subjects:
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
cited_by
cites
container_end_page
container_issue
container_start_page
container_title arXiv.org
container_volume
creator Ana Carolina Tomé Klock
Santana, Brenda Salenave
Hamari, Juho
description Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings, many scholars and practitioners face a major challenge ahead: how to understand and mitigate the unethical impacts of gamification when researching and developing such educational technologies? Thus, this study explores ethical challenges in gamified educational applications and proposes potential solutions to address them based on an umbrella review. After analysing secondary studies, this study details and proposes recommendations on addressing some ethical challenges in gamified education, such as power dynamics and paternalism, lack of voluntarity and confidentiality, cognitive manipulation, and social comparison. Research and development decision-making processes affected by such challenges are also elaborated, and potential actions to mitigate their effects in gamification planning, conducting and communication are further introduced. Thus, this chapter provides an understanding of ethical challenges posed by the literature in gamified education and a set of guidelines for future research and development.
doi_str_mv 10.48550/arxiv.2309.14918
format article
fullrecord <record><control><sourceid>proquest</sourceid><recordid>TN_cdi_proquest_journals_2869393513</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2869393513</sourcerecordid><originalsourceid>FETCH-LOGICAL-a523-99e67c4148a10f46987588baf294d328d068fbf38a830f0eb7a5166587da2cbc3</originalsourceid><addsrcrecordid>eNotjc1KAzEYRYMgWGofwF3A9dT8T-KutLUKBUXqunyT-WJTppk6mVYf3_FndRfncC4hN5xNldWa3UH3Fc9TIZmbcuW4vSAjISUvrBLiikxy3jPGhCmF1nJE0rLfRQ8Nne-gaTC9Y6Yx0RUcYohY02V98tDHNtFXzAid31FINV3gGZv2eMDU39NZom-HqsOmgcE6R_z8dV7afsBxaC9ih_4nkq_JZYAm4-R_x2TzsNzMH4v18-ppPlsXoIUsnENTesWVBc6CMs6W2toKgnCqlsLWzNhQBWnBShYYViVoboy2ZQ3CV16Oye1f9ti1HyfM_Xbfnro0PG6FNU46qbmU3xpDWtE</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2869393513</pqid></control><display><type>article</type><title>Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions</title><source>Publicly Available Content (ProQuest)</source><creator>Ana Carolina Tomé Klock ; Santana, Brenda Salenave ; Hamari, Juho</creator><creatorcontrib>Ana Carolina Tomé Klock ; Santana, Brenda Salenave ; Hamari, Juho</creatorcontrib><description>Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings, many scholars and practitioners face a major challenge ahead: how to understand and mitigate the unethical impacts of gamification when researching and developing such educational technologies? Thus, this study explores ethical challenges in gamified educational applications and proposes potential solutions to address them based on an umbrella review. After analysing secondary studies, this study details and proposes recommendations on addressing some ethical challenges in gamified education, such as power dynamics and paternalism, lack of voluntarity and confidentiality, cognitive manipulation, and social comparison. Research and development decision-making processes affected by such challenges are also elaborated, and potential actions to mitigate their effects in gamification planning, conducting and communication are further introduced. Thus, this chapter provides an understanding of ethical challenges posed by the literature in gamified education and a set of guidelines for future research and development.</description><identifier>EISSN: 2331-8422</identifier><identifier>DOI: 10.48550/arxiv.2309.14918</identifier><language>eng</language><publisher>Ithaca: Cornell University Library, arXiv.org</publisher><subject>Education ; Educational technology ; Ethics ; Gamification ; R&amp;D ; Research &amp; development</subject><ispartof>arXiv.org, 2023-09</ispartof><rights>2023. This work is published under http://creativecommons.org/licenses/by-nc-sa/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktohtml>$$Uhttps://www.proquest.com/docview/2869393513?pq-origsite=primo$$EHTML$$P50$$Gproquest$$Hfree_for_read</linktohtml><link.rule.ids>780,784,25753,27925,37012,44590</link.rule.ids></links><search><creatorcontrib>Ana Carolina Tomé Klock</creatorcontrib><creatorcontrib>Santana, Brenda Salenave</creatorcontrib><creatorcontrib>Hamari, Juho</creatorcontrib><title>Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions</title><title>arXiv.org</title><description>Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings, many scholars and practitioners face a major challenge ahead: how to understand and mitigate the unethical impacts of gamification when researching and developing such educational technologies? Thus, this study explores ethical challenges in gamified educational applications and proposes potential solutions to address them based on an umbrella review. After analysing secondary studies, this study details and proposes recommendations on addressing some ethical challenges in gamified education, such as power dynamics and paternalism, lack of voluntarity and confidentiality, cognitive manipulation, and social comparison. Research and development decision-making processes affected by such challenges are also elaborated, and potential actions to mitigate their effects in gamification planning, conducting and communication are further introduced. Thus, this chapter provides an understanding of ethical challenges posed by the literature in gamified education and a set of guidelines for future research and development.</description><subject>Education</subject><subject>Educational technology</subject><subject>Ethics</subject><subject>Gamification</subject><subject>R&amp;D</subject><subject>Research &amp; development</subject><issn>2331-8422</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2023</creationdate><recordtype>article</recordtype><sourceid>PIMPY</sourceid><recordid>eNotjc1KAzEYRYMgWGofwF3A9dT8T-KutLUKBUXqunyT-WJTppk6mVYf3_FndRfncC4hN5xNldWa3UH3Fc9TIZmbcuW4vSAjISUvrBLiikxy3jPGhCmF1nJE0rLfRQ8Nne-gaTC9Y6Yx0RUcYohY02V98tDHNtFXzAid31FINV3gGZv2eMDU39NZom-HqsOmgcE6R_z8dV7afsBxaC9ih_4nkq_JZYAm4-R_x2TzsNzMH4v18-ppPlsXoIUsnENTesWVBc6CMs6W2toKgnCqlsLWzNhQBWnBShYYViVoboy2ZQ3CV16Oye1f9ti1HyfM_Xbfnro0PG6FNU46qbmU3xpDWtE</recordid><startdate>20230926</startdate><enddate>20230926</enddate><creator>Ana Carolina Tomé Klock</creator><creator>Santana, Brenda Salenave</creator><creator>Hamari, Juho</creator><general>Cornell University Library, arXiv.org</general><scope>8FE</scope><scope>8FG</scope><scope>ABJCF</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>HCIFZ</scope><scope>L6V</scope><scope>M7S</scope><scope>PIMPY</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PRINS</scope><scope>PTHSS</scope></search><sort><creationdate>20230926</creationdate><title>Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions</title><author>Ana Carolina Tomé Klock ; Santana, Brenda Salenave ; Hamari, Juho</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-a523-99e67c4148a10f46987588baf294d328d068fbf38a830f0eb7a5166587da2cbc3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2023</creationdate><topic>Education</topic><topic>Educational technology</topic><topic>Ethics</topic><topic>Gamification</topic><topic>R&amp;D</topic><topic>Research &amp; development</topic><toplevel>online_resources</toplevel><creatorcontrib>Ana Carolina Tomé Klock</creatorcontrib><creatorcontrib>Santana, Brenda Salenave</creatorcontrib><creatorcontrib>Hamari, Juho</creatorcontrib><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>Materials Science &amp; Engineering Collection</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Engineering Collection</collection><collection>Engineering Database</collection><collection>Publicly Available Content (ProQuest)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest Central China</collection><collection>Engineering collection</collection><jtitle>arXiv.org</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Ana Carolina Tomé Klock</au><au>Santana, Brenda Salenave</au><au>Hamari, Juho</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions</atitle><jtitle>arXiv.org</jtitle><date>2023-09-26</date><risdate>2023</risdate><eissn>2331-8422</eissn><abstract>Gamification is a technological, economic, cultural, and societal development toward promoting a more game-like reality. As this emergent phenomenon has been gradually consolidated into our daily lives, especially in educational settings, many scholars and practitioners face a major challenge ahead: how to understand and mitigate the unethical impacts of gamification when researching and developing such educational technologies? Thus, this study explores ethical challenges in gamified educational applications and proposes potential solutions to address them based on an umbrella review. After analysing secondary studies, this study details and proposes recommendations on addressing some ethical challenges in gamified education, such as power dynamics and paternalism, lack of voluntarity and confidentiality, cognitive manipulation, and social comparison. Research and development decision-making processes affected by such challenges are also elaborated, and potential actions to mitigate their effects in gamification planning, conducting and communication are further introduced. Thus, this chapter provides an understanding of ethical challenges posed by the literature in gamified education and a set of guidelines for future research and development.</abstract><cop>Ithaca</cop><pub>Cornell University Library, arXiv.org</pub><doi>10.48550/arxiv.2309.14918</doi><oa>free_for_read</oa></addata></record>
fulltext fulltext
identifier EISSN: 2331-8422
ispartof arXiv.org, 2023-09
issn 2331-8422
language eng
recordid cdi_proquest_journals_2869393513
source Publicly Available Content (ProQuest)
subjects Education
Educational technology
Ethics
Gamification
R&D
Research & development
title Ethical Challenges in Gamified Education Research and Development: An Umbrella Review and Potential Directions
url http://sfxeu10.hosted.exlibrisgroup.com/loughborough?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2024-12-29T00%3A24%3A52IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Ethical%20Challenges%20in%20Gamified%20Education%20Research%20and%20Development:%20An%20Umbrella%20Review%20and%20Potential%20Directions&rft.jtitle=arXiv.org&rft.au=Ana%20Carolina%20Tom%C3%A9%20Klock&rft.date=2023-09-26&rft.eissn=2331-8422&rft_id=info:doi/10.48550/arxiv.2309.14918&rft_dat=%3Cproquest%3E2869393513%3C/proquest%3E%3Cgrp_id%3Ecdi_FETCH-LOGICAL-a523-99e67c4148a10f46987588baf294d328d068fbf38a830f0eb7a5166587da2cbc3%3C/grp_id%3E%3Coa%3E%3C/oa%3E%3Curl%3E%3C/url%3E&rft_id=info:oai/&rft_pqid=2869393513&rft_id=info:pmid/&rfr_iscdi=true