Ethics of Gamification in Health and Fitness-Tracking
Abstract
:1. Introduction
2. Ethics of Gamification
2.1. Kim and Werbach Framework for Gamification Ethics
- Is exploitative;
- Is manipulative;
- Is intentionally or unintentionally harmful to the parties involved;
- Has a socially unacceptable level of negative effect on the character of the parties involved.
- When the gamification elements and mechanisms are hidden from those it is applied on (deception);
- When gamification techniques inhibit rational self-reflection and undermine autonomy in unjustifiable ways.
- Overlay of virtual and real norms;
- Conflict between the interests of individuals subjected to gamification and those who provide or design gamification elements.
2.2. Theoretical Limitations of This Conceptual Framework
2.2.1. Category 1: User-Designer Relation in the Real World, and Exploitation
2.2.2. Category 2: Game–User Relation in the Game World and Manipulation
2.2.3. Category 3: Harms to Individuals
2.2.4. Category 4: Detrimental Effects to Character
2.3. Potential Problems Outside the Scope of the Framework
2.4. Framework for Designer Responsibilities
- Responsibilities for proper design—As the name suggests, this includes the responsibilities of the designers directly related to the design of their gamified health apps. This involves, for example, negative duties which require designing the game elements such that the users are not harmed or wronged, as well as potentially positive duties which help or facilitate the achievement of the user’s good. As stated, such duties may also involve designers actively inquiring into the consequences of their design activities.
- Responsibilities to facilitate proper use—While design features are an essential part of facilitating an ethically good user experience, design and designers cannot account for all possible outcomes from the use of a gamified health app. There are various uncertainties and indeterminacies related to how users will, in practice, use the app. Avoiding wrongdoings because of, for example, misuse of the app, requires that designers share and transfer some of the responsibility to current as well as prospective users. As mentioned, one way to achieve this would be through use plans that designers can share with the users. There may also be other ways in which designers may encourage morally desirable behavior in users as well as foster the virtue of taking responsibility amongst users. One example may be through designer-organized forums and meetings that facilitate interaction amongst current and prospective users, such that they are able to share and create new beneficial ways of engaging with the apps that even designers may not have anticipated. There is evidence, for example, that such forums and meetings have helped members of the Quantified Self (QS) movement, which includes users of apps such as Fitbit, that measure and promote physical activity [24].
- Responsibilities related to ensuring proper embedding of the apps within the larger social context—Besides users, designers may also need to share responsibilities with other stakeholders associated with gamified health apps. This may include the general public, but may especially include actors whose actions are directly related to gamified health apps. This includes, for example, and as stated earlier, doctors and physicians who may want to use such gamified health apps in planned interventions for their patient groups. It may also include insurance companies who may want to include data from gamified health apps and offer users monetary incentives to be more physically active in demonstrable ways. As informed stakeholders who may understand the nuanced ways in which the actions of actors such as the aforementioned insurance companies and physicians may affect users of gamified health apps, designers may have the responsibility to engage in interactions with other actors to facilitate the use of such apps in ways that promote better outcomes. The designers’ duties may also involve pushing forward and facilitating an active and democratic societal discourse on how such apps may be used and integrated within a given society’s health system. This may especially include engaging with other designers of such gamified health apps. More generally, there is a need for designers to reflect more broadly on the wider social and economic implications of their apps.
3. Methodology
3.1. Protocol Overview
- Search for papers published after 2010 that discuss the effects of gamification in health and fitness apps (see Section 3.2 for details of search string and criteria).
- Remove duplicates from the retrieved articles.
- Apply the inclusion and exclusion criteria described in Section 3.2.
- Apply backward snowballing method to systematic reviews within our reference list to find additional studies.
- Check for sampling bias by searching for strings related to “ethics of health gamification”.
- Extract data from the selected papers to answer our research question.
3.2. Search String, Strategy, and Database Selection
3.3. Screening and Selection of Papers
- Peer-reviewed (incl. peer-reviewed conference papers);
- Full papers (incl. full conference papers);
- Clearly focused on gamification and described gamification elements (type of game design elements);
- Addresses gamification in health and fitness tracking through use of devices and/or mobile apps;
- Discusses empirical evidence related to the effects of such apps. The empirical evidence here denotes a reported effect of a gamified health app. The effect could be in terms of impact (affect, behavior, social, cognitive) or in terms of user experience when using the gamified health app.
- Mentions health and fitness tracking but do not explicitly focus on gamification in such devices;
- Addresses gamification in health tracking but does not give relevant empirical information on the effects of such gamification.
- Evidence about the effect of gamified health app on the user through qualitative user feedback (surveys, questionnaires, user reviews);
- Evidence about potential negative effects of gamified health app through content analysis of the app.
3.4. Data Extraction and Analysis
3.5. Results and Findings
- Privacy-related issues—Privacy was a chief concern among many users of gamified health apps. We found multiple studies that reported users being concerned about lack of privacy when using a gamified health app. This concern was either a result of users not comfortable with their data being tracked or shared, or because they were unsure how their data may be used by the app. Users also expressed concern with certain features of the app, intentionally designed, to lure them into using the app more or reminding them to use it. There was also evidence that some apps were intentionally designed to lure users into sharing more personal data [35]. There was also evidence of the privacy concerns of users translating into psychological concerns, such as feelings of being surveilled and corresponding anxiety. This clearly points to the need for designers to assume the responsibility of protecting user privacy. Orji et al. [31], for example, suggest that app designers should allow users to hide their identity and other personal information from other users of the app. They also suggest other “personalization” features to allow users to choose what information is shared and collected about them. Trang and Weiger [35] suggest that app providers should explicitly ask users’ permission before processing private information as well as inform users as much as possible about ways in which their information is used.
- Cognitive manipulation—In their review of multiple gamified health apps, Maturo & Setiffi [30] write of apps exploiting concepts from cognitive psychology to manipulate users into using apps or oversharing information on them. Such design features are also partly responsible for the addicting nature of such apps, and Attig and Franke [3] have done an important study demonstrating the dependence of users on gamified health apps. Attig and Franke [3] write that such features rarely lead users into adopting an active lifestyle (or exercise) in the long run, and that designers should instead focus on facilitating the internal motivation of the users.
- Dependence and addiction—Besides Attig and Franke [3], Barratt [29], in his qualitative study on the use of gamified apps by cyclists, also found evidence of such dependence and addiction to apps. Barratt also reported that some users also found their autonomy constrained, as they did not expect they would be so easily lured into the game rewards and incentives, such that they would complete the game challenges sometimes at the expense of other important personal and social commitments. At least some of these effects, at least to some extent, may be unforeseeable or unintended by the designers. It is hard to say from the available evidence the extent to which issues such as addiction or extreme dependence on an app are always solely a result of design features and not unhealthy ways of engaging with an app on the part of the user. As mentioned earlier, Attig and Franke write that app dependence rarely translates into user’s adopting a healthy lifestyle in the long run, and designers are better off aiming for the internal motivation of users. They suggest apps that allow for self-determination and are self-rewarding for users. Some of this may also be rectified by designers sharing or transferring responsibility (for proper use) to users. Yet, in so far as these issues are foreseeable, some, or significant responsibility also lies with the designers of apps, depending on the circumstances and game elements of the app.
- Psychological harm—A similar case exists for design features that potentially lead to psychological harm to the users other than dependence or obsession with game rewards. These include, as stated earlier, feelings of being surveilled, and not feeling under control (lack of perceived autonomy). Some users also experienced extreme psychological states (such as anger or anxiety) because of gamified health app. This could be sometimes caused by lagging in the competition (or not having enough game rewards) or also when users suspected others of cheating [41]. Some design features seem to be responsible for incentivizing users to cheat, although part of the responsibility, again, lies with the users as well. A more concerning psychological aspect of gamified health apps seems to be their detrimental effects on existing internal motivations, as well as on the confidence of users [40], for example, point out that some users can be left with a strong sense of defeat, and it is therefore very important that game elements are designed to avoid such scenarios, particularly in serious contexts such as gamified systems for improving heart activity. There is definitely a case to be made for designers to review such cases and ensure that design features minimize the occurrence of such negative effects as much as possible. Besides the moral implications of such negative effects on users, evidence also suggests that it has adverse effects on user engagement with apps and leads to discontinuance [9]. Recommendations within the literature include: giving users more autonomy and personalization of app features [31], allowing cheating to a limited extent (for example, by allowing users more autonomy over how their results are displayed and building an app community that is tolerant of individual users making such choices in order to save “face”) [41], avoiding giving users a sense of defeat in serious apps [40]. Physical harms—Gamified health apps use game elements to motivate users to increase physical activity in their lives. However, for some users, this may result in side effects such that they may overexert themselves or engage with the app in ways that are harmful to them. The most obvious evidence of physical harm was through reports of users overtraining or overstressing themselves in search of game rewards [29]. At least some of these harms may be reduced through the use plans and other strategies designers may employ to transfer responsibility for proper use to the users. As discussed, there may be other ways of fostering virtuous use of apps amongst users by facilitating forums and other places where users may learn from each other how they can best engage with an app.
- Hermeneutic problems—Designers and design features also seem to be directly responsible for various “hermeneutic” problems posed by gamified health apps. This problem relates to the use of terms within the app that may reinforce stereotypes. Lupton & Thomas [46], for example, write of gamified pregnancy apps which represent pregnant women in stereotypical ways, such as a Barbie doll.A related concern comes from Maturo and Setiffi [30] who argue that gamified health apps “atomistically insulate” individuals from other individuals even though, simultaneously, the individuals are “widely socially connected through a potential network of app users”. This insulation of users brackets out the social determinants/dimension of health in a sort of hermeneutic reductionism [30]. This hermeneutic reduction can lead to a phenomenon that Cheng [48] describes, where users feel pressured or compelled to look for and log only particular types of data, possibly at the cost of what they may have found meaningful or motivational. For example, Cheng [48] notes that “by only providing functionality to record performance metrics (i.e., distance, duration and location of a run), and rewarding based on these metrics, the Nike+ system implicitly communicates the other enjoyable aspects of running, such as the runner’s high, or the mindful interaction between human and environment, are less important”. Additionally, the proxies used in gamification elements can come to represent definite truths about what they are gamifying, as well as become privileged over other ways of knowing. This points to the problem of gamified health apps not properly embedded within a larger structural context.
- Biosociality—The problem entails that certain gamified apps may reinforce physical stereotypes and also force the formation of groups based on such physical attributes [30]. Designers’ efforts of fostering and encourage virtuous behavior for proper use among users may partly address this problem.
- The Neoliberal objection—As previously stated, factors such as education, income, and living condition have a huge influence on one’s health status [30]. Designers of gamified health apps should also be aware of the social dimensions and contexts within which their apps are used. It has been argued that the individualistic view underlying gamified health apps can lead to problems such as the depoliticization of the role of the state, which reduces the responsibilities of the state for the health of its citizens and shifts the burden to individuals. This objection states that such apps “foster a neoliberal ideology that implicitly stigmatizes people who are not capable of meeting the standard definition of ‘healthy’” [30]. Through a discourse analysis of major gamified health apps, Maturo and Setiffi [30] point out how the design and linguistic features of such apps may lead to such stigmatization. While designers can “fix” some of these linguistic issues, more a holistic solution to such problems perhaps lies in more active engagement of the designers with other actors and stakeholders in society. This could enable a more successful integration and embedding of gamified health apps within a larger structural quest to promote healthy lifestyle and outcomes for citizens.
- Amorality—Another detrimental effect of gamified apps is that they may lead to/incentivize users to choose goals that are potentially harmful without caveats. This issue may be characterized as one of individual users choosing the wrong kind of incentive within a game, and it may be partly addressed by both better design features and virtuous user engagement with the app. Yet, as Maturo and Setiffi [30] point out, this can be more than an individual issue, and one where social norms may play a part. For example, dieting apps may lead a user to choose goals that other users are accomplishing or people around them find healthy, rather than what may actually be healthy for the individual.
- Issues related to providers and facilitators in specific contexts—Finally, there is also evidence of there being merit in designers engaging with providers or facilitators of gamified health apps in particular contexts such as doctors and physicians. Writing about the use of gamified health app in the context of therapy (for mental well-being), [47], for example, write how therapists could benefit from having more control (and hence, responsibility) over the features of apps, and that this could be done through direct interactions between the designers of such apps and the therapist planning an intervention that uses the app.
Reported Effect | Proper Design | Proper Use | Proper Embedding in the Social System |
---|---|---|---|
Privacy-related Issues |
|
| - |
Cognitive Manipulation |
|
| - |
Dependence and Addiction |
|
| - |
Psychological harms |
|
|
|
Physical Harms |
|
| - |
Hermeneutic Problems |
| - |
|
Issues related to providers and facilitators | - | - |
|
4. Discussion and Recommendations for Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Acknowledgments
Conflicts of Interest
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Category | Real World | Game |
---|---|---|
Relational | Exploitation | Manipulation |
Individual | Harm | Character |
Reported Ethical Issue | Sources |
---|---|
Privacy-related Issues | [30,31,32,33,34,35] |
Cognitive Manipulation | [30] |
Dependence and Addiction | [3,9,29,33,36,37] |
Psychological Harms | [10,29,31,37,38,39,40,41,42,43,44] |
The Neoliberal Objection | [30] |
Physical Harms | [29,45] |
Hermeneutic Problems | [30,46]] |
Biosociality | [30] |
Amorality | [30] |
Issues related to providers and facilitators | [47] |
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Arora, C.; Razavian, M. Ethics of Gamification in Health and Fitness-Tracking. Int. J. Environ. Res. Public Health 2021, 18, 11052. https://doi.org/10.3390/ijerph182111052
Arora C, Razavian M. Ethics of Gamification in Health and Fitness-Tracking. International Journal of Environmental Research and Public Health. 2021; 18(21):11052. https://doi.org/10.3390/ijerph182111052
Chicago/Turabian StyleArora, Chirag, and Maryam Razavian. 2021. "Ethics of Gamification in Health and Fitness-Tracking" International Journal of Environmental Research and Public Health 18, no. 21: 11052. https://doi.org/10.3390/ijerph182111052
APA StyleArora, C., & Razavian, M. (2021). Ethics of Gamification in Health and Fitness-Tracking. International Journal of Environmental Research and Public Health, 18(21), 11052. https://doi.org/10.3390/ijerph182111052