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  1. Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective. Sheetal, Rimjim Tyagi & Gursimranjit Singh - 2022 - Asian Journal of Business Ethics 12 (1):49-69.
    This paper aims to investigate the effect of gamification in engaging and motivating consumers for online shopping and also the use of gamification to enhance sales. Moreover, this study has also explored the ethical concerns in gamified marketing. This is a qualitative study to investigate the effect of gamification during online shopping and the ethical issues involved in gamified marketing. Semi-structured interviews with ten gamification experts are conducted and analyzed through NVivo. The themes that emerged from qualitative analysis are the (...)
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  • Contextual Integrity as a General Conceptual Tool for Evaluating Technological Change.Elizabeth O’Neill - 2022 - Philosophy and Technology 35 (3):1-25.
    The fast pace of technological change necessitates new evaluative and deliberative tools. This article develops a general, functional approach to evaluating technological change, inspired by Nissenbaum’s theory of contextual integrity. Nissenbaum introduced the concept of contextual integrity to help analyze how technological changes can produce privacy problems. Reinterpreted, the concept of contextual integrity can aid our thinking about how technological changes affect the full range of human concerns and values—not only privacy. I propose a generalized concept of contextual integrity that (...)
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  • Gamification, Side Effects, and Praise and Blame for Outcomes.Sven Nyholm - 2024 - Minds and Machines 34 (1):1-21.
    Abstract“Gamification” refers to adding game-like elements to non-game activities so as to encourage participation. Gamification is used in various contexts: apps on phones motivating people to exercise, employers trying to encourage their employees to work harder, social media companies trying to stimulate user engagement, and so on and so forth. Here, I focus on gamification with this property: the game-designer (a company or other organization) creates a “game” in order to encourage the players (the users) to bring about certain outcomes (...)
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  • To pay or not to pay? handling crowdsourced participants who drop out from a research study.Raquel Benbunan-Fich - 2023 - Ethics and Information Technology 25 (3):1-14.
    This article examines whether a crowdsourced research participant who quits a study before its completion should receive any monetary compensation. The study is focused on participants recruited from Amazon Mechanical Turk, the most widely used crowdsourcing platform, and examines the tensions between participants’ rights and research objectives when online labor markets are used to recruit research participants. The discussion is informed by the recent literature on online research with crowdsourced samples, evidence from human subjects’ practices at top US universities, and (...)
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  • Getting away with murder: why virtual murder in MMORPGs can be wrong on Kantian grounds.Helen Ryland - 2019 - Ethics and Information Technology (2).
    Ali (Ethics and Information Technology 17:267–274, 2015) and McCormick (Ethics and Information Technology 3:277–287, 2001) claim that virtual murders are objectionable when they show inappropriate engagement with the game or bad sportsmanship. McCormick argues that such virtual murders cannot be wrong on Kantian grounds because virtual murders only violate indirect moral duties, and bad sportsmanship is shown across competitive sports in the same way. To condemn virtual murder on grounds of bad sportsmanship, we would need to also condemn other competitive (...)
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  • Design Bioethics, Not Only as a Research Tool but Also a Pedagogical Tool.Christine Clavien, Samia Hurst, Mathieu Nendaz, Marie-Claude Audétat & Julia Sader - 2021 - American Journal of Bioethics 21 (6):69-71.
    As highlighted by Pavarini et al., researchers in the field of bioethics have to remain critical and reflexive on the methodology and on the tools they use for their research purpose because...
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  • Risks to autonomy posed by health-related self-tracking.Susanne Hiekel - forthcoming - Ethik in der Medizin:1-23.
    Problem Self-tracking—and of course also health-related self-tracking—has an influence on those who use it. This influence can (but does not necessarily have to) pose a threat to the autonomy of people tracking themselves. Argumentation Self-tracking can easily come into conflict with one of the three conditions for autonomy defined by Beauchamp, Faden, and Childress: voluntariness. Based on a distinction between different forms of manipulative influence—mildly controlling and substantially controlling—I will argue that health-related self-tracking often has a mildly controlling influence but (...)
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  • OntoGamif: A modular ontology for integrated gamification.Rokia Bouzidi, Antonio De Nicola, Fahima Nader & Rachid Chalal - 2019 - Applied ontology 14 (3):215-249.
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  • Impulso al aprendizaje en educación superior mediante gamificación.Isabel Rodríguez-Iglesias, Ana Moreno-Adalid & Sara Gallego Trijueque - 2022 - Human Review. International Humanities Review / Revista Internacional de Humanidades 11 (3):1-12.
    El objetivo de este proyecto es implementar una metodología de aprendizaje cooperativo en el entorno universitario con una estrategia de gamificación que promueva cambios conductuales en los estudiantes. La herramienta de estímulo es una innovada práctica de doble corrección que incorpora el concepto de diversión. A los datos obtenidos se les aplicó el estadístico Chi-cuadrado. Además, se realizó a los estudiantes un cuestionario, sobre las competencias adquiridas, al que se aplicó el test U de Mann Whitney. Tras el análisis de (...)
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  • Gamification of Labor and the Charge of Exploitation.Tae Wan Kim - 2018 - Journal of Business Ethics 152 (1):27-39.
    Recently, business organizations have increasingly turned to a novel form of non-monetary incentives—that is, “gamification,” which refers to a motivation technique using video game elements, such as digital points, badges, and friendly competition in non-game contexts like workplaces. The introduction of gamification to the context of human resource management has immediately become embroiled in serious moral debates. Most notable is the accusation that using gamification as a motivation tool, employers exploit workers. This article offers an in-depth analysis of the moral (...)
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