Research Article

Effects of Gamification to Private Data Collection

Volume: 1 Number: 3 September 30, 2020
TR EN

Effects of Gamification to Private Data Collection

Abstract

Gamification is used to motivate people to complete arbitrary tasks. It gains more attention recently as the advertisement companies started using gamification globally on the Internet. The Internet infrastructure is mostly funded by advertisements globally right after its commercialization in the early-nineties. Global advertisement agencies tend to collect as much personal data as possible to better target audiences and increase profits. This leads to the discussion of whether people's privacy is at stake to continue using the Internet. The aim of the study is to demonstrate the effects of gamification to private data collection. The effects are measured in a questionnaire in a gamified context. People's statements and their behavior is observed together with their demographic distribution. The most influential result indicates that it is possible to deviate people's behavior unwittingly. Therefore, practitioners in the area should take utmost care building ethical gamified setups.

Keywords

References

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Details

Primary Language

English

Subjects

Software Testing, Verification and Validation

Journal Section

Research Article

Publication Date

September 30, 2020

Submission Date

July 5, 2020

Acceptance Date

September 28, 2020

Published in Issue

Year 2020 Volume: 1 Number: 3

APA
Bilbey, T., & Sandıkkaya, M. T. (2020). Effects of Gamification to Private Data Collection. Journal of Computational Design, 1(3), 131-152. https://izlik.org/JA48NA97WK
AMA
1.Bilbey T, Sandıkkaya MT. Effects of Gamification to Private Data Collection. JCoDe. 2020;1(3):131-152. https://izlik.org/JA48NA97WK
Chicago
Bilbey, Tolga, and Mehmet Tahir Sandıkkaya. 2020. “Effects of Gamification to Private Data Collection”. Journal of Computational Design 1 (3): 131-52. https://izlik.org/JA48NA97WK.
EndNote
Bilbey T, Sandıkkaya MT (September 1, 2020) Effects of Gamification to Private Data Collection. Journal of Computational Design 1 3 131–152.
IEEE
[1]T. Bilbey and M. T. Sandıkkaya, “Effects of Gamification to Private Data Collection”, JCoDe, vol. 1, no. 3, pp. 131–152, Sept. 2020, [Online]. Available: https://izlik.org/JA48NA97WK
ISNAD
Bilbey, Tolga - Sandıkkaya, Mehmet Tahir. “Effects of Gamification to Private Data Collection”. Journal of Computational Design 1/3 (September 1, 2020): 131-152. https://izlik.org/JA48NA97WK.
JAMA
1.Bilbey T, Sandıkkaya MT. Effects of Gamification to Private Data Collection. JCoDe. 2020;1:131–152.
MLA
Bilbey, Tolga, and Mehmet Tahir Sandıkkaya. “Effects of Gamification to Private Data Collection”. Journal of Computational Design, vol. 1, no. 3, Sept. 2020, pp. 131-52, https://izlik.org/JA48NA97WK.
Vancouver
1.Tolga Bilbey, Mehmet Tahir Sandıkkaya. Effects of Gamification to Private Data Collection. JCoDe [Internet]. 2020 Sep. 1;1(3):131-52. Available from: https://izlik.org/JA48NA97WK

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