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Manipulation Through Gamification and Gaming

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Gaming as a Cultural Commons

Part of the book series: Translational Systems Sciences ((TSS,volume 28))

Abstract

In this chapter, we examine the manipulation that may occur through gamification, facilitation, and debriefing processes. We focus in particular on “unintended” manipulation that even professional facilitators or game designers may practice. First, we examine gamification, followed by gaming and simulation. Although gamification, which is a relatively new field, is associated with issues of manipulation, the gaming and simulation field, which has over five decades of history, is seldom affected by manipulation issues. Of course, facilitators’ ethics have long been the subject of much discussion; here, we focus on the more subtle and unintentional aspects of manipulation, which have been relatively overlooked, additionally in relation to the embodied experience. In the chapter’s final section, we provide a list of recommendations aimed at supporting game professionals in minimizing manipulation. These questions may be used as guidelines for future game practices and research, leading to the development of a code of ethics for game studies.

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Acknowledgments

This work was supported by JSPS KAKENHI Grant Number 18K03014.

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Correspondence to Willy Christian Kriz .

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Kriz, W.C., Kikkawa, T., Sugiura, J. (2022). Manipulation Through Gamification and Gaming. In: Kikkawa, T., Kriz, W.C., Sugiura, J. (eds) Gaming as a Cultural Commons. Translational Systems Sciences, vol 28. Springer, Singapore. https://doi.org/10.1007/978-981-19-0348-9_11

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