Skip to main content
Log in

Meaningful Work as an Ethical Approach: Shaping the Next Generation of Organizational Gamification

  • Published:
Information Systems Frontiers Aims and scope Submit manuscript

Abstract

Gamified information systems have become widespread in organizations along with unintended ethical consequences. In parallel, recent advances in artificial intelligence and their promise for gamification raise new ethical concerns in the workplace. Building on a generational review of research progress in the field, we draw from work design, affordances, and value-sensitive design literatures to develop a theoretical framework and a related ethical design approach to encourage more meaningful work with organizational gamification. Our frameworks specify how game elements and their associated affordances can help transition organizational gamification from an add-on to an integrated part of instrumental work systems. We discuss how tying an ethical reflection into a historically informed view of progress in the field overcomes limitations in previous generations of gamification research and helps to resolve long-standing as well as emerging ethical concerns.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Fig. 1

Similar content being viewed by others

Data Availability

Supplementary material and data available in the Online Appendix.

Notes

  1. Unlike several others who distinguish between games and play, we view games as a subset of play (consistent with Diefenbach and Müssig (2019); Deterding et al. (2011); Klabbers (2018); Starbuck and Webster (1991)). Therefore, we do not view play as helpful in discriminating between the concepts discussed here.

References

  • Akpolat, B. S., & Slany, W. (2014). Enhancing software engineering student team engagement in a high-intensity extreme programming course using gamification. In 2014 IEEE 27th Conference on Software Engineering Education and Training (CSEE&T) (pp. 149–153). IEEE.

  • Allan, B. A., Batz-Barbarich, C., Sterling, H. M., & Tay, L. (2019). Outcomes of meaningful work: A meta-analysis. Journal of Management Studies, 56(3), 500–528.

    Article  Google Scholar 

  • Ananny, M. (2016). Toward an ethics of algorithms: Convening, observation, probability, and timeliness. Science, Technology, & Human Values, 41(1), 93–117.

    Article  Google Scholar 

  • Avolio, B. J., Bass, B. M., & Jung, D. I. (1999). Re-examining the components of transformational and transactional leadership using the Multifactor Leadership. Journal of Occupational and Organizational Psychology, 72(4), 441–462.

    Article  Google Scholar 

  • Bailey, C., Lips-Wiersma, M., Madden, A., Yeoman, R., Thompson, M., & Chalofsky, N. (2019). The five paradoxes of meaningful work: Introduction to the special issue ‘meaningful work: Prospects for the 21st century.’ Journal of Management Studies, 56(3), 481–499.

    Article  Google Scholar 

  • Benke, I., Feine, J., Venable, J. R., Maedche, A., Institute, K., & of Technology. (2020). On implementing ethical principles in design science research. AIS Transactions on Human-Computer Interaction, 12(4), 206–227.

    Article  Google Scholar 

  • Bidarra, J., Rothschild, M., & Squire, K. (2011). Games and simulations in distance learning: The AIDLET model. In Computer Games as Educational and Management Tools: Uses and Approaches (pp. 67–85). IGI Global.

  • Bogost, I. (2015). Why gamification is bullshit. In P. Walz & S. Deterding (Eds.), The gameful world: approaches, issues, applications. MIT Press.

    Google Scholar 

  • Bogost, I. (2011). Gamification is bullshit. Retrieved December 29, 2018, from http://bogost.com/writing/blog/gamification_is_bullshit

  • Bonnefon, J.-F., Shariff, A., & Rahwan, I. (2016). The social dilemma of autonomous vehicles. Science, 352(6293), 1573–1576.

    Article  CAS  PubMed  Google Scholar 

  • Bowie, N. E. (1998). A Kantian theory of meaningful work. Journal of Business Ethics, 17(1), 1083–1092.

    Article  Google Scholar 

  • Brynjolfsson, E., & McAfee, A. (2014). The second machine age: Work, progress, and prosperity in a time of brilliant technologies. WW Norton & Company.

    Google Scholar 

  • Brynjolfsson, E., & Mitchell, T. (2017). What can machine learning do? Workforce Implications, Science, 358(6370), 1530–1534.

    CAS  PubMed  Google Scholar 

  • Bui, A., Veit, D., & Webster, J. (2015). Gamification – A novel phenomenon or a new wrapping for existing concepts? In Proceedings of the 36th International Conference on Information Systems (ICIS 20I5), Fort Worth, TX.

  • Callan, R. C., Bauer, K. N., & Landers, R. N. (2015). How to avoid the dark side of gamification: Ten business scenarios and their unintended consequences. In T. Reiners & L. Wood (Eds.), Gamification in Education and Business (pp. 553–568). Springer.

    Chapter  Google Scholar 

  • Cardador, M. T., Northcraft, G. B., & Whicker, J. (2017). A theory of work gamification: Something old, something new, something borrowed, something cool? Human Resource Management Review, 27(2), 353–365.

    Article  Google Scholar 

  • Cechanowicz, J., Gutwin, C., Brownell, B., & Goodfellow, L. (2013). Effects of gamification on participation and data quality in a real-world market research domain. In Proceedings of the First International Conference on Gameful Design, Research, and Applications (pp. 58–65). ACM.

  • Cheikh-Ammar, M. (2018). The IT artifact and its spirit: A nexus of human values, affordances, symbolic expressions, and IT features. European Journal of Information Systems, 27(3), 278–294.

    Article  Google Scholar 

  • Cheong, C., Filippou, J., & Cheong, F. (2014). Towards the gamification of learning: Investigating student perceptions of game elements. Journal of Information Systems Education, 25(3), 233–244.

    Google Scholar 

  • Christman, J. (2008). Autonomy in Moral and Political Philosophy, Stanford Encyclopedia of Philosophy. Retrieved June 18, 2022, from https://plato.stanford.edu/archives/fall2020/entries/autonomy-moral/

  • Cordery, J. L., Morrison, D., Wright, B. M., & Wall, T. D. (2010). The impact of autonomy and task uncertainty on team performance: A longitudinal field study. Journal of Organizational Behavior, 31(2–3), 240–258.

    Article  Google Scholar 

  • Curchod, C., Patriotta, G., Cohen, L., & Neysen, N. (2020). Working for an algorithm: Power asymmetries and agency in online work settings. Administrative Science Quarterly, 65(3), 644–676.

    Article  Google Scholar 

  • Daugherty, P. R., & Wilson, H. J. (2018). Human+ machine: Reimagining work in the age of AI. Harvard Business Press.

    Google Scholar 

  • Deterding, S. (2014). Eudaimonic design, or: Six invitations to rethink gamification. In M. Fuchs, S. Fizek, P. Ruffino, & N. Schrape (Eds.), Rethinking Gamification (pp. 305–331). Meson-Press.

    Google Scholar 

  • Deterding, S. (2015). The lens of intrinsic skill atoms: A method for gameful design. Human-Computer Interaction, 30(3–4), 294–335.

    Article  Google Scholar 

  • Deterding, S. (2011). Situated motivational affordances of game elements: A conceptual model. In Proceedings of ACM CHI Conference on Human Factors in Computing Systems, (pp. 1–4), ACM.

  • Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments (pp. 9–15), ACM,

  • deWinter, J., Kocurek, C. A., & Nichols, R. (2014). Taylorism 2.0: Gamification, scientific management and the capitalist appropriation of play. Journal of Gaming & Virtual Worlds, 6(2), 109–127.

    Article  Google Scholar 

  • Diefenbach, S., & Müssig, A. (2019). Counterproductive effects of gamification: An analysis on the example of the gamified task manager Habitica. International Journal of Human-Computer Studies, 127, 190–210.

    Article  Google Scholar 

  • Dignum, V. (2019). Responsible artificial intelligence: How to develop and use AI in a responsible way. Springer Nature.

    Book  Google Scholar 

  • Doty, D. H., & Glick, W. H. (1994). Typologies as a unique form of theory building: Toward improved understanding and modeling. Academy of Management Review, 19(2), 230–251.

    Article  Google Scholar 

  • Duane, S. H., Dunford, B. B., Alge, B. J., & Jackson, C. L. (2016). Corporate social responsibility, ethical leadership, and trust propensity: A multi-experience model of perceived ethical climate. Journal of Business Ethics, 137(4), 649–662.

    Article  Google Scholar 

  • Duggal, K., Gupta, L. R., & Singh, P. (2021). Gamification and machine learning inspired approach for classroom engagement and learning. Mathematical Problems in Engineering, 2021, 1–18.

  • Dvir, T., Eden, D., Avolio, B. J., & Shamir, B. (2002). Impact of transformational leadership on follower development and performance: A field experiment. Academy of Management Journal, 45(4), 735–744.

    Article  Google Scholar 

  • Faraj, S., Pachidi, S., & Sayegh, K. (2018). Working and organizing in the age of the learning algorithm. Information and Organization, 28(1), 62–70.

    Article  Google Scholar 

  • Fisher, G., & Aguinis, H. (2017). Using theory elaboration to make theoretical advancements. Organizational Research Methods, 20(3), 438–464.

    Article  Google Scholar 

  • Floridi, L., & Sanders, J. W. (2004). On the morality of artificial agents. Minds and Machines, 14(3), 349–379.

    Article  Google Scholar 

  • Frey, C. B., & Osborne, M. A. (2017). The future of employment: How susceptible are jobs to computerisation? Technological Forecasting and Social Change, 114, 254–280.

    Article  Google Scholar 

  • Friedman, B. (1996). Value-sensitive design. Interactions, 3(6), 16–23.

    Article  Google Scholar 

  • Friedman, B., & Kahn, P. H., Jr. (2007). Human values, ethics, and design (pp. 1267–1292). CRC Press.

    Google Scholar 

  • Friedman, B., Kahn, P., & Borning, A. (2002). Value sensitive design: Theory and methods. University of Washington Technical Report, 2, 12.

    Google Scholar 

  • Fudenberg, D., & Levine, D. K. (2006). A dual-self model of impulse control. American Economic Review, 96(5), 1449–1476.

    Article  PubMed  Google Scholar 

  • Grace, L. (2005). Game type and game genre, Retrieved February. Retrieved December 31, 2017, from http://www.lgrace.com/documents/Game_types_and_genres.pdf

  • Grant, A. M., & Parker, S. K. (2009). 7 redesigning work design theories: The rise of relational and proactive perspectives. Academy of Management Annals, 3(1), 317–375.

    Article  Google Scholar 

  • Google Trends. (2021). Google Trends, Gamification. Retrieved June 2, 2021, from https://trends.google.com/trends/explore?date=all&q=gamification

  • Hackman, R., & Oldham, G. (1980). Work Redesign, Reading, MA: Addison-Wesley.

  • Hackman, R., & Oldham, G. (1975). Development of the job diagnostic survey. Journal of Applied Psychology, 60(2), 159–170.

    Article  Google Scholar 

  • Hamari, J., Koivisto, J., & Sarsa, H. (2014). Does gamification work? – A literature review of empirical studies on gamification. In Proceedings of the 47th Hawaii International Conference on System Sciences (pp. 3025–3034), IEEE.

  • Hamari, J., & Koivisto, J. (2015). “Working out for likes”: An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, 333–347.

    Article  Google Scholar 

  • Hammedi, W., Leclercq, T., Poncin, I., & Alkire, L. (2021). Uncovering the dark side of gamification at work: Impacts on engagement and well-being. Journal of Business Research, 122, 256–269.

    Article  Google Scholar 

  • He, X., Liao, L., Zhang, H., Nie, L., Hu, X., & Chua, T.-S. (2017). Neural collaborative filtering. In Proceedings of the 26th International Conference on World Wide Web, pp. 173–182.

  • Herger, M. (2014). Enterprise gamification: Engaging people by letting them have fun. CreateSpace Independent Publishing Platform.

    Google Scholar 

  • Herzig, P., Strahringer, S., & Ameling, M. (2012). Gamification of ERP systems-Exploring gamification effects on user acceptance constructs. In Multikonferenz Wirtschaftsinformatik (pp. 793–804). Braunschweig: GITO.

  • Hsu, S. H., Chang, J.-W., & Lee, C.-C. (2013). Designing attractive gamification features for collaborative storytelling websites. Cyberpsychology, Behavior, and Social Networking, 16(6), 428–435.

    Article  PubMed  Google Scholar 

  • Humphrey, S. E., Nahrgang, J. D., & Morgeson, F. P. (2007). Integrating motivational, social, and contextual work design features: A meta-analytic summary and theoretical extension of the work design literature. Journal of Applied Psychology, 92(5), 1332.

    Article  PubMed  Google Scholar 

  • Hunicke, R., LeBlanc, M., & Zubek, R. (2004). MDA: A formal approach to game design and game research. In Proceedings of the AAAI Workshop on Challenges in Game AI, 4, 1722.

    Google Scholar 

  • Huotari, K., & Hamari, J. (2012). Defining gamification: A service marketing perspective. Proceeding of the 16th International Academic MindTrek Conference (pp. 17–22). ACM.

    Chapter  Google Scholar 

  • Hyrynsalmi, S., Smed, J., & Kimppa, K. K. (2017). The dark side of gamification: How we should stop worrying and study also the negative impacts of bringing game design elements to everywhere. In Proceedings of the 1st International GamiFIN Conference (pp. 105–110), Pori, Finland.

  • Ikhide, J. E., Timur, A. T., & Ogunmokun, O. A. (2022). The potential and constraint of work gamification for employees’ creative performance. The Service Industries Journal, 42(5–6), 360–382.

    Article  Google Scholar 

  • Intille, S. S. (2004). Ubiquitous computing technology for just-in-time motivation of behavior change. In MEDINFO 2004 (pp. 1434–1437), IOS Press.

  • Jarrahi, M. H., Sutherland, W., Nelson, S. B., & Sawyer, S. (2020). Platformic management, boundary resources for gig work, and worker autonomy. Computer Supported Cooperative Work, 29(1), 153–189.

    Article  Google Scholar 

  • Johannesson, P., & Perjons, E. (2014). An introduction to design science. Springer.

    Book  Google Scholar 

  • Jurkiewicz, C. L., & Giacalone, R. A. (2004). A Values Framework for Measuring the Impact of Workplace Spirituality on Organizational Performance. Journal of Business Ethics, 49(2), 129–142.

    Article  Google Scholar 

  • Kapp, K. M. (2012). The Gamification of Learning and Instruction: Game-Based Methods and Strategies for Training and Education. John Wiley & Sons.

    Google Scholar 

  • Karahanna, E., Xin Xu, S., Xu, Y, Zhang, N. (Andy). (2018). The Needs–Affordances–Features Perspective for the Use of Social Media, MIS Quarterly 42(3), 737–756

  • Kasurinen, J., & Knutas, A. (2018). Publication trends in gamification: A systematic mapping study. Computer Science Review, 27, 33–44.

    Article  Google Scholar 

  • Kazdin, A. E. (1975). Behavior Modification in Applied Settings. Waveland Press.

    Google Scholar 

  • Kellogg, K. C., Valentine, M. A., & Christin, A. (2020). Algorithms at work: The new contested terrain of control. Academy of Management Annals, 14(1), 366–410.

    Article  Google Scholar 

  • Khakpour, A., & Colomo-Palacios, R. (2020). Convergence of Gamification and Machine Learning: A Systematic Literature Review. Technology, Knowledge and Learning, 26(1), 1–40.

    Google Scholar 

  • Khan, A., Boroomand, F., Webster, J., & Minocher, X. (2020). From Elements to Structures: An Agenda for Organisational Gamification. European Journal of Information Systems, 29(6), 621–640.

    Article  Google Scholar 

  • Kickul, J., Gundry, L. K., & Posig, M. (2005). Does trust matter? The relationship between equity sensitivity and perceived organizational justice. Journal of Business Ethics, 56(3), 205–218.

    Article  Google Scholar 

  • Kim, T. (2018). Gamification of labor and the charge of exploitation. Journal of Business Ethics, 152(1), 27–39.

    Article  Google Scholar 

  • Kim, T., & Werbach, K. (2016). More than just a game: Ethical issues in gamification. Ethics and Information Technology, 18(2), 157–173.

    Article  Google Scholar 

  • Kim, T. (2015). Gamification ethics: Exploitation and manipulation. In Proceedings of ACM SIGCHI Gamifying Research Workshop, Seoul, South Korea.

  • Klabbers, J. H. (2018). On the architecture of game science. Simulation & Gaming, 49(3), 207–245.

    Article  Google Scholar 

  • Klein, H. K., & Hirschheim, R. (2001). Choosing between competing design ideals in information systems development. Information Systems Frontiers, 3(1), 75–90.

    Article  Google Scholar 

  • Knutas, A., Ikonen, J., Nikula, U., & Porras, J. (2014). Increasing collaborative communications in a programming course with gamification: A case study. In Proceedings of the 15th International Conference on Computer Systems and Technologies (pp. 370–377), ACM.

  • Landers, R. N. (2014). Developing a theory of gamified learning: Linking serious games and gamification of learning. Simulation & Gaming, 45(6), 752–768.

    Article  Google Scholar 

  • Landers, R. N., Auer, E. M., Collmus, A. B., & Armstrong, M. B. (2018). Gamification science, its history and future: Definitions and a research agenda. Simulation & Gaming, 49(3), 315–337.

    Article  Google Scholar 

  • Landers, R. N., Tondello, G. F., Kappen, D. L., Collmus, A. B., Mekler, E. D., & Nacke, L. E. (2019). Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs. International Journal of Human-Computer Studies, 127(July), 81–94.

    Article  Google Scholar 

  • Legner, C., Eymann, T., Hess, T., Matt, C., Böhmann, T., Drews, P., Mädche, A., Urbach, N., & Ahlemann, F. (2017). Digitalization: Opportunity and challenge for the business and information systems engineering community. Business & Information Systems Engineering, 59(4), 301–308.

    Article  Google Scholar 

  • Leicht-Deobald, U., Busch, T., Schank, C., Weibel, A., Schafheitle, S., Wildhaber, I., & Kasper, G. (2019). The challenges of algorithm-based HR decision-making for personal integrity. Journal of Business Ethics, 160(2), 377–392.

    Article  PubMed Central  Google Scholar 

  • Lepenioti, K., Bousdekis, A., Apostolou, D., & Mentzas, G. (2020). Prescriptive analytics: Literature review and research challenges. International Journal of Information Management, 50(1), 57–70.

    Article  Google Scholar 

  • Li, W., Grossman, T., & Fitzmaurice, G. (2014). CADament: A gamified multiplayer software tutorial system, Presented at the Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM Press, pp. 3369–3378.

  • Liu, D., Santhanam, R., & Webster, J. (2017). Toward meaningful engagement: a framework for design and research of gamified information systems. MIS Quarterly, 41(4), 1011–1034.

    Article  Google Scholar 

  • Liu, Y., Alexandrova, T. & Nakajima, T. (2011). Gamifying intelligent environments. In Proceedings of the 2011 International ACM Workshop on Ubiquitous Meta User Interfaces (pp. 7–12), ACM.

  • Lyytinen, K., Yoo, Y., & Boland, R. J., Jr. (2016). Digital product innovation within four classes of innovation networks. Information Systems Journal, 26(1), 47–75.

    Article  Google Scholar 

  • Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333–369.

    Google Scholar 

  • Markus, M. L., & Silver, M. S. (2008). A foundation for the study of IT effects: A new look at DeSanctis and Poole’s concepts of structural features and spirit. Journal of the Association for Information Systems, 9(10), 609–632.

    Article  Google Scholar 

  • Martin, K., Shilton, K., & Smith, J. (2019). Business and the ethical implications of technology: Introduction to the symposium. Journal of Business Ethics, 160(2), 307–317.

    Article  Google Scholar 

  • Massung, E., Coyle, D., Cater, K. F., Jay, M., & Preist, C. (2013). Using crowdsourcing to support pro-environmental community activism. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, (pp. 371–380), ACM.

  • Mesgari, M., & Faraj, S. (2012). Technology affordances: The case of Wikipedia. In Proceedings of the 18th Americas Conference on Information Systems (AMCIS 2012), Seattle, WA.

    Google Scholar 

  • Michaelson, C., Pratt, M. G., Grant, A. M., & Dunn, C. P. (2014). Meaningful work: Connecting business ethics and organization studies. Journal of Business Ethics, 121(1), 77–90.

    Article  Google Scholar 

  • Mollick, E., & Werbach, T. (2015). Gamification and the enterprise. In P. Walz & S. Deterding (Eds.), The Gameful World: Approaches, Issues, Applications. MIT Press.

    Google Scholar 

  • Mooradian, T., Renzl, B., & Matzler, K. (2006). Who trusts? Personality, Trust and Knowledge Sharing, Management Learning, 37(4), 523–540.

    Google Scholar 

  • Morgeson and Humphrey. (2008). Job and team design: Toward a more integrative conceptualization of work design. In J. Martocchio (Ed.), Research in Personnel and Human Resource Management (pp. 39–92). Bingley: Emerald Group Publishing.

  • Morgeson, & Humphrey. (2006). The Work Design Questionnaire (WDQ): Developing and validating a comprehensive measure for assessing job design and the nature of work. Journal of Applied Psychology, 91(6), 1321.

    Article  PubMed  Google Scholar 

  • Morschheuser, B., Hassan, L., Werder, K., & Hamari, J. (2018). How to design gamification? A Method for Engineering Gamified Software, Information and Software Technology, 95(1), 219–237.

    Article  Google Scholar 

  • Myers, M. D., & Venable, J. R. (2014). A set of ethical principles for design science research in information systems. Information & Management, 51(6), 801–809.

    Article  Google Scholar 

  • Nacke, L. E., & Deterding, S. (2017). The maturing of gamification research. Computers in Human Behavior, 71(1), 450–454.

    Article  Google Scholar 

  • Niehoff, B. P., & Moorman, R. H. (1993). Justice as a mediator of the relationship between methods of monitoring and organizational citizenship behavior. Academy of Management Journal, 36(3), 527–556.

    Article  Google Scholar 

  • Norman, D. A. (1988). The psychology of everyday things (Vol. 5). Basic books New York.

    Google Scholar 

  • O’Donnell, C. (2014). Getting played: Gamification, bullshit, and the rise of algorithmic surveillance. Surveillance & Society, 12(3), 349–359.

    Article  Google Scholar 

  • Oinas-Kukkonen, H., & Harjumaa, M. (2009). Persuasive systems design: Key issues, process model, and system features. Communications of the Association for Information Systems, 24(1), 28.

    Google Scholar 

  • Oppong-Tawiah, D., Webster, J., Staples, S., Cameron, A.-F., Ortiz de Guinea, A., & Hung, T. Y. (2020). Developing a gamified mobile application to encourage sustainable energy use in the office. Journal of Business Research, 106, 388–405.

    Article  Google Scholar 

  • Paré, G., Trudel, M.-C., Jaana, M., & Kitsiou, S. (2015). Synthesizing information systems knowledge: A typology of literature reviews. Information & Management, 52(2), 183–199.

    Article  Google Scholar 

  • Parker, S. K., Morgeson, F. P., & Johns, G. (2017). One hundred years of work design research: Looking back and looking forward. The Journal of Applied Psychology, 102(3), 403–420.

    Article  PubMed  Google Scholar 

  • Parker, S. K., & Grote, G. (2020). Automation, algorithms, and beyond: Why work design matters more than ever in a digital world, Applied Psychology, 71(4), 1171–1204.

  • Pelling, N. (2011). The (short) prehistory of “gamification". Retrieved January 30, 2018, from https://nanodome.wordpress.com/2011/08/09/the-short-prehistory-of-gamification/

  • Pierce, J. L., Kostova, T., & Dirks, K. T. (2003). The state of psychological ownership: Integrating and extending a century of research. Review of General Psychology, 7(1), 84–107.

    Article  Google Scholar 

  • Psaltis, A., Apostolakis, K. C., Dimitropoulos, K., & Daras, P. (2017). Multimodal student engagement recognition in prosocial games. IEEE Transactions on Games, 10(3), 292–303.

    Article  Google Scholar 

  • Raisch, S., & Krakowski, S. (2021). Artificial intelligence and management: The automation–augmentation paradox. Academy of Management Review, 46(1), 192–210.

    Article  Google Scholar 

  • Rapp, A., Hopfgartner, F., Hamari, J., Linehan, C., & Cena, F. (2019). Strengthening gamification studies: Current trends and future opportunities of gamification research, International Journal of Human-Computer Studies, 127, 1–6.

  • Riar, M. (2020). Using Gamification to Motivate Cooperation: A Review. In Proceedings of the 41st International Conference on Information Systems (ICIS 2020), Hyderabad, India.

  • Rokeach, M. (1973). The nature of human values. The Free Press.

    Google Scholar 

  • Rosen, P., & Sherman, P. (2006). Hedonic information systems: Acceptance of social networking websites. In Proceedings of the 12th Americas Conference on Information Systems (AMCIS 2006), Acapulco, Mexico.

  • Rughinis, R. (2013). Gamification for productive interaction: Reading and working with the gamification debate in education. In 2013 8th Iberian Conference on Information Systems and Technologies (CISTI) (pp. 1–5), IEEE.

  • Ruppel, C. P., & Harrington, S. J. (2000). The relationship of communication, ethical work climate, and trust to commitment and innovation. Journal of Business Ethics, 25(4), 313–328.

    Article  Google Scholar 

  • Schell, J. (2008). The art of game design: A book of lenses Morgan Kaufmann Publishers Inc. CA, USA.

    Book  Google Scholar 

  • Schmidt-Kraepelin, M., Thiebes, S., Stepanovic, S., Mettler, T., & Sunyaev, A. (2019). Gamification in health behavior change support systems - A synthesis of unintended side effects. In Proceedings of the 14th International Conference on Wirtschaftsinformatik, pp. 1032–1046.

  • Schöbel, S., Schmidt-Kraepelin, M., Janson, A., & Sunyaev, A. (2021). Adaptive and Personalized Gamification Designs: Call for Action and Future Research. AIS Transactions on Human-Computer Interaction, 13(4), 479–494.

    Article  Google Scholar 

  • Schwartz, S. (2006). A theory of cultural value orientations: Explication and applications. Comparative Sociology, 5(2–3), 137–182.

    Article  Google Scholar 

  • Schwartz, S. H. (2012). An overview of the Schwartz theory of basic values. Online Readings in Psychology and Culture, 2(1), 2307–919.

    Article  Google Scholar 

  • Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human Computer Studies, 74, 14–31.

    Article  Google Scholar 

  • Seidel, S., Recker, J., & Vom Brocke, J. (2013). Sensemaking and sustainable practicing: Functional affordances of information systems in green transformations. MIS Quarterly, 37(4), 1275–1299.

    Article  Google Scholar 

  • Sergeeva, A., Huysman, M., Soekijad, M., & Hooff, B. (2013). “No user is an island” Onlookers, affordances, and the impact of mobile devices on work practices, In ICIS 2013 Proceedings, Presented at the Thirty Fourth International Conference on Information Systems. Retrieved June 10, 2022, from https://aisel.aisnet.org/icis2013/proceedings/BreakthroughIdeas/14

  • Shahri, A., Hosseini, M., Phalp, K., Taylor, J., & Ali, R. (2019). How to Engineer Gamification: The Consensus, the Best Practice and the Grey Areas. Journal of Organizational and End User Computing (JOEUC), 31(1), 39–60.

    Article  Google Scholar 

  • Shovman, M. (2014). The game of search: What is the fun in that? In Proceedings of the 1st International Workshop on Gamification for Information Retrieval (pp. 46–48), Amsterdam, The Netherlands.

  • Shrestha, Y. R., Krishna, V., & von Krogh, G. (2021). Augmenting organizational decision-making with deep learning algorithms: Principles, promises, and challenges. Journal of Business Research, 123, 588–603.

    Article  Google Scholar 

  • Shrestha, S., Sarnikar, S. and Timsina, P. (2013). Data Integration in CDSS for Alerts & Reminders: A Review In Proceedings of the 8th Midwest Association for Information Systems Conference (MWAIS), Norman, IL.

  • Sicart, M. (2014). Playing the good life: Gamification and ethics. The Gameful World: Approaches (pp. 225–244). Applications, MIT Press.

    Google Scholar 

  • Silic, M., & Lowry, P. B. (2020). Using design-science based gamification to improve organizational security training and compliance. Journal of Management Information Systems, 37(1), 129–161.

    Article  Google Scholar 

  • Song, T., Yi, C., & Huang, J. (2017). Whose recommendations do you follow? An Investigation of Tie Strength, Shopping Stage, and Deal Scarcity. Information & Management, 54(8), 1072–1083.

    Article  Google Scholar 

  • Spiekermann, S. (2015). Ethical IT Innovation: A Value-Based System Design Approach, 1st ed., Auerbach Publications. Retrieved July 21, 2022, from https://www.taylorfrancis.com/books/9781482226362

  • Spiekermann, S., Korunovska, J. and Bauer, C. (2012). Psychology of ownership and asset defense: Why people value their personal information beyond privacy, Presented at the International Conference on Information Systems.

  • Starbuck, W. H., & Webster, J. (1991). When is play productive? Accounting, Management and Information Technologies, 1, 71–90.

    Article  Google Scholar 

  • Steenson, M. W. (2021). AI, Ethics, and Design: Revisiting the Trolley Problem. Handbook of Global Media Ethics, Springer, pp. 513–533.

  • Stein, M., Wagner, E. L., Tierney, P., Newell, S., & Galliers, R. D. (2019). Datification and the pursuit of meaningfulness in work. Journal of Management Studies, 56(3), 685–717.

    Article  Google Scholar 

  • Strong, D., Volkoff, O., Johnson, S., Pelletier, L., Tulu, B., Bar-On, I., Trudel, J., & Garber, L. (2014). A theory of organization-EHR affordance actualization. Journal of the Association for Information Systems, 15(2), 53–85.

    Article  Google Scholar 

  • Suh, A., Cheung, C. M. K., Ahuja, M., & Wagner, C. (2017). Gamification in the workplace: The central role of the aesthetic experience. Journal of Management Information Systems, 34(1), 268–305.

    Article  Google Scholar 

  • Sutton, R. S., & Barto, A. G. (2018). Reinforcement learning: An introduction. MIT press.

    Google Scholar 

  • Teh, N., Schuff, D., Johnson, S. and Geddes, D. (2013). Can work be fun? Improving task motivation and help-seeking through game mechanics. In Proceedings of the 34th International Conference on Information Systems (ICIS 2013), Milan, Italy.

  • Thiebes, S., Lins, S., & Basten, D. (2014). Gamifying information systems – A synthesis of gamification importance of user motivation for IS success. In Proceedings of the 20th European Conference on Information Systems (ECIS 2014), Tel Aviv, Israel.

  • Thom, J., Millen, D., & DiMicco, J. (2012). Removing gamification from an enterprise SNS, In Proceedings of the 2012 ACM Conference on Computer Supported Cooperative Work (pp. 1067–1070), Seattle, WA.

  • Thorpe, A. S., & Roper, S. (2019). The ethics of gamification in a marketing context. Journal of Business Ethics, 155(2), 597–609.

    Article  Google Scholar 

  • Toda, A. M., Valle, P. H., & Isotani, S. (2017). The dark side of gamification: An overview of negative effects of gamification in education. In Researcher Links Workshop: Higher Education for All, Springer, pp. 143–156.

  • Trevino, L. K. (1992). The social effects of punishment in organizations: A justice perspective. Academy of Management Review, 17(4), 647–676.

    Article  Google Scholar 

  • Tsai, C.-W., Lai, C.-F., Chao, H.-C., & Vasilakos, A. V. (2015). Big data analytics: A survey. Journal of Big Data, 2(1), 1–32.

    Article  Google Scholar 

  • UNESCO. (2020). What you need to know about the right to education, UNESCO. Retrieved May 12, 2022, from https://en.unesco.org/news/what-you-need-know-about-right-education

  • United Nations. (1995). Social Inclusion | Poverty Eradication. Retrieved May 12, 2022, from https://www.un.org/development/desa/socialperspectiveondevelopment/issues/social-integration.html

  • Van den Hoven, J. (2005). E-democracy, e-contestation and the monitorial citizen. Ethics and Information Technology, 7(2), 51–59.

    Article  Google Scholar 

  • Van der Heijden, H. (2004). User acceptance of hedonic information systems. MIS Quarterly, 28(4), 695–704.

    Article  Google Scholar 

  • van Roy, R., Deterding, S., & Zaman, B. (2019). Collecting Pokémon or receiving rewards? How people functionalise badges in gamified online learning environments in the wild, International Journal of Human-Computer Studies, 127, 62–80.

  • Verbeek, P. P. (2006). Materializing morality: Design ethics and technological mediation. Science, Technology, & Human Values, 31(3), 361–380.

    Article  Google Scholar 

  • Volkoff, O., & Strong, D. M. (2013). Critical realism and affordances: Theorizing IT-associated organizational change processes. MIS Quarterly, 37(3), 819–834.

    Article  Google Scholar 

  • Walsh, A. (2014). The potential for using gamification in academic libraries in order to increase student engagement and achievement. Nordic Journal of Information Literacy in Higher Education, 6(1), 39–51.

    Article  Google Scholar 

  • Walsh, Dong, A., Tumer, I. Y., & Brat, G. (2020). Detecting and characterizing archetypes of unintended consequences in engineered systems. In International Design Engineering Technical Conferences and Computers and Information in Engineering Conference, (Vol. 83976, pp. V008T08A021), American Society of Mechanical Engineers.

  • Wang, B., Liu, Y., & Parker, S. K. (2020). How does the use of information communication technology affect individuals? A Work Design Perspective. Academy of Management Annals, 14(2), 695–725.

    Article  Google Scholar 

  • Yee, N. (2006). Motivations for play in online games. Cyber Psychology & Behavior, 9(6), 772–775.

    Article  Google Scholar 

  • Zhang, R., E. Ringland, K., Paan, M., C. Mohr, D., & Reddy, M. (2021). Designing for Emotional Well-being: Integrating Persuasion and Customization into Mental Health Technologies, In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems, New York, NY, USA: Association for Computing Machinery, pp. 1–13. Retrieved from https://doi.org/10.1145/3411764.3445771

Download references

Acknowledgements

We thank Shamel Addas, Yulia Belik, An Bui, Ali Khan, Parastoo Samiei, and Daniel Veit for their suggestions and assistance on earlier versions of this paper. All errors are solely the responsibility of the authors.

Funding

This research was supported by a Social Sciences and Humanities Research Council of Canada grant to Jane Webster.

Author information

Authors and Affiliations

Authors

Contributions

All authors contributed to the study conception, design, and writing. Divinus Oppong-Tawiah drafted and critically revised the work. Xerxes Minocher and Farzam Baroomand performed the literature search and data analysis. Jane Webster additionally provided funding and supervision.

Corresponding author

Correspondence to Divinus Oppong-Tawiah.

Ethics declarations

Competing Interests

The authors have no relevant financial or non-financial interests to disclose.

Additional information

Publisher's Note

Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

Electronic supplementary material

Below is the link to the electronic supplementary material.

Supplementary file1 (DOCX 288 KB)

Appendices

Appendix I: Distinguishing Gamification from Related Constructs

Although gamification definitions have evolved, clear distinctions from related constructs, such as games, are still needed (Landers et al., 2019).Footnote 1 In contrast, some scholars avoid any comparisons, going as far as to suggest that definitions and distinctions are ‘contentious’ (e.g., Mollick & Werbach, 2015). Nevertheless, we believe that it is important to continue to make progress in this area. Specifically, in the workplace we need to distinguish gamification from serious games.

Games represent “an externally structured, goal-directed type of play” (Landers et al., 2019). Some suggest that the primary distinction between games and gamification concerns the number of game elements, such that “games incorporate a mixture of all game elements, whereas gamification involves the identification, extraction, and application of individual game elements or limited, meaningful combinations of those elements” (Landers, 2014, p. 754). However, we find this distinction unsuitable, as many games do not incorporate particular elements (e.g., puzzle games generally do not include narratives) and therefore would not be seen as including all game elements. Further, it is not clear what ‘all’ elements might represent. In line with our thinking, Deterding (2014) concludes “it is impossible to … identify a gamified system by their [game elements] presence”. Thus, although games will include more game elements than gamified systems, this represents just one possible distinction between the two (see Appendix Table 2 for a comparison).

Table 2 Comparison of workplace systems

Another distinction concerns a comparison of gamification with finite games, that is ones with ‘end-states’ (i.e., although they may include increasingly difficult levels, one could theoretically win, lose, or end a finite game: “the goal is to have a winner” (Herger, 2014)). In contrast, gamified systems generally do not have end-states (consider a gamified ERP system that is used continuously in an organization: no one wins or loses overall – or finishes using the system, but employees interact with the system on work-related tasks as needed over time). As Diefenbach and Müssig (2019) conclude, “While a game usually forms an end in itself, gamification forms a means to an end”. Of course, not all games are finite, instead some can be ‘infinite’ (Herger, 2014); examples of these might be games with few, if any, explicit goals, such as The SIMs™ game (an artificial life simulation game). However, most serious games in organizations are finite.

Unlike gamification, serious games are not “embedded in live systems” (Herger, 2014), but generally act as offline standalone systems. Serious games are full-fledged (complete) games, whereas gamified systems are the incorporation of game elements into instrumental systems. Those participating in (serious) games know that they are not in the real world (Kim & Werbach, 2016). Unlike games, gamification is concerned with the “design of a system in which the logic of a non-game activity remains dominant in accounting for success or failure … [gamification may] prove a risky endeavour, if the game logic distorts the non-game logic of the target activity” (Rughinis, 2013, p. 1). That is, gamified systems have consequences in the real world, while games are self-contained (Landers et al., 2019).

Because of gamification’s dependence on game elements, some propose that it represents a sub-discipline of game design (e.g., Landers et al., 2018). Others propose that gamification should not be considered part of game design since it draws on the behavioral sciences (e.g., Klabbers, 2018): we concur and thus draw on the work design literature from the behavioral sciences. As described earlier, this is because gamification in the workplace is applied to instrumental systems (e.g., Liu et al., 2017) that form the dominant part of the system. Thus, we argue that gamification should be primarily considered part of work systems (e.g., Parker et al., 2017) rather than game systems.

Of course, serious games and gamification do have some similarities. Both are developed for instrumental rather than hedonic (Van der Heijden, 2004) purposes. Like gamification, serious games have been defined as systems that aim to leverage the engaging and entertaining aspect of digital games to achieve at least one goal other than entertainment. This may be the reason that some have categorized both as instances of ‘enterprise gamification’ (e.g., Herger, 2014) and others have grouped gamification with serious games in past reviews (e.g., Hamari & Koivisto, 2015).

Both serious games and gamification may be either mandatory or voluntary at work. In contrast, games outside the workplace are generally viewed as voluntary, with many arguing that voluntariness is an essential element of games (e.g., Landers et al., 2019). Of course, instrumental systems at work are often not voluntary, and gamified systems (e.g., ERPs) and serious games (e.g., training systems) could similarly be mandated.

Some researchers have suggested describing gamification based on users’ gameful experiences (e.g., Deterding, 2011; Huotari & Hamari, 2012). Although this is appealing because it relies on individuals’ perceptions of the systems, it does not advance a clear distinction of gamification from games (Deterding, 2014) because, of course, games should also provide for gameful experiences (Li et al., 2014).

In sum, although there is overlap between gamification and serious games in the workplace (e.g., they are both instrumental, they both can be either voluntary or mandatory, and both should elicit gameful experiences), we believe that the distinctions between gamification and serious games (the number of game elements, their end states, integral versus stand-alone systems, work design versus game design theory bases) are necessary to help move the field forward. That is, researchers need to continue to work on defining gamification more precisely and distinguishing it from related constructs in order to move towards the next generation of research and practice.

Appendix II. Game Elements and Affordances

See Table 3, 4 and 5.

Table 3 Game objects
Table 4 Game mechanics
Table 5 Affordances

Rights and permissions

Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Oppong-Tawiah, D., Minocher, X., Boroomand, F. et al. Meaningful Work as an Ethical Approach: Shaping the Next Generation of Organizational Gamification. Inf Syst Front (2024). https://doi.org/10.1007/s10796-024-10478-x

Download citation

  • Accepted:

  • Published:

  • DOI: https://doi.org/10.1007/s10796-024-10478-x

Keywords

Navigation