Social Exclusion in Gamified Information Systems - Responsible AI and Analytics for an Ethical and Inclusive Digitized Society Access content directly
Conference Papers Year : 2021

Social Exclusion in Gamified Information Systems

Arthur Poll
  • Function : Author
  • PersonId : 1132874
Izak Van Zyl
  • Function : Author
  • PersonId : 1132875
Jan H. Kroeze
  • Function : Author
  • PersonId : 1066470

Abstract

Gamification is broadly defined as the use of game-related features and practices (e.g., points, rewards, and competition) in environments that are not related to entertainment. In Information Systems learning, gamification can be considered to improve students’ interpersonal skills and to develop their digital literacy. This study highlights that gamification can have the opposite effect; we argue that gamification’s technical systems often have oppressive qualities that socially exclude students. We recommend that educational software designers and vendors include students as co-designers of technical systems, thereby allowing for participatory and representative Information Systems learning.
Fichier principal
Vignette du fichier
512902_1_En_65_Chapter.pdf (720.65 Ko) Télécharger le fichier
Origin : Files produced by the author(s)

Dates and versions

hal-03648151 , version 1 (21-04-2022)

Licence

Attribution

Identifiers

Cite

Arthur Poll, Izak Van Zyl, Jan H. Kroeze. Social Exclusion in Gamified Information Systems. 20th Conference on e-Business, e-Services and e-Society (I3E), Sep 2021, Galway, Ireland. pp.774-786, ⟨10.1007/978-3-030-85447-8_65⟩. ⟨hal-03648151⟩
19 View
2 Download

Altmetric

Share

Gmail Facebook X LinkedIn More