Social Exclusion in Gamified Information Systems
Résumé
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.
Origine | Fichiers produits par l'(les) auteur(s) |
---|