Exploring the Darkness of Gamification: You Want It Darker?
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The pattern is consistent with mechanics aligned with core service value, generating stronger outcomes than the superficial gamification criticised by Nyström (2021).
“The pattern is consistent with mechanics aligned with core service value, generating stronger outcomes than the superficial gamification criticised by Nyström (2021).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Nyström (2021)
Well-designed gamification can counteract the shallow interaction patterns identified by Nyström (2021).
“The control group's short median interaction time (30.4 seconds) is consistent with concerns raised by El Hafidy et al. (2021) regarding superficial digital engagement, whereas the experimental group's markedly longer median (114.1 seconds) suggests that well-designed gamification can counteract the shallow interaction patterns identified by Nyström (2021).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Nyström (2021)
These effect sizes substantially exceed those typically reported in gamification meta-analyses, suggesting that mechanics aligned with core service value - similar to the effective implementations described by Zhao (2024) - generate superior outcomes compared to superficial gamification often criticised by Nyström (2021).
“These effect sizes substantially exceed those typically reported in gamification meta-analyses, suggesting that mechanics aligned with core service value - similar to the effective implementations described by Zhao (2024) generate superior outcomes compared to superficial gamification often criticised by Nyström (2021).”
From An Experimental Analysis of Gamification’s Impact on Customer Engagement and Retention in Subscription-Based Business Models (2026) · cites this paper as Nyström (2021)
Cites
The Hidden Cost of Personal Quantification
Etkin, J. (2016) · Journal of Consumer Research · doi:10.1093/jcr/ucv095 · Cited by 274 · see citing works
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Candel, E. C., De-la-peña, C., & Yuste, B. C. (2023) · Education and Information Technologies : Official Journal of the IFIP technical committee on Education · doi:10.1007/s10639-023-11924-0 · Cited by 31 · see citing works
“The findings of this research are contrary to the ones provided by some authors (Nyström, 2021), who highlighted the adverse effects of gamification, such as the lack of understanding, irrelevance, or worsened performance.”
Singh, V., Vishvakarma, N., & Kumar, V. (2024) · Journal of Internet Commerce · doi:10.1080/15332861.2024.2330813 · Cited by 26
Behl, A., Jayawardena, N., Bhardwaj, S., Pereira, V., del Giudice, M., & Zhang, J. (2024) · Technovation · doi:10.1016/j.technovation.2023.102902 · Cited by 23 · see citing works
Mazarakis, A. (2021) · i-com · doi:10.1515/icom-2021-0025 · Cited by 22 · see citing works
Spahl, W., Motta, V. N., Woodcock, K., & Rubeis, G. (2024) · JMIR Serious Games · doi:10.2196/64488 · Cited by 20 · see citing works
“Moreover, the reviewed publications did not address common ethical concerns in the literature on ethical issues in gamification, such as exploitation, manipulation, competition, or addiction, which have been raised in other contexts [76] such as corporate work [77].”
Application of gamification for sustainable construction: an evaluation of the challenges
Oke, A. E., Aliu, J., Tunji-Olayeni, P., & Abayomi, T. (2023) · Construction Innovation · doi:10.1108/ci-09-2022-0247 · Cited by 13 · see citing works
Gamification Framework for Participatory Modeling: A Proposal
Bakhanova, E., Garcia, J., Raffe, W. L., & Voinov, A. (2023) · Group Decision and Negotiation · doi:10.1007/s10726-023-09838-w · Cited by 8 · see citing works
“Ethical concerns related to manipulation and transparency are also among the commonly mentioned problems in 1 3 1174 Gamification Framework for Participatory Modeling: A Proposal gamification (Nyström 2021).”
BackgroundMichinov, N., & Michinov, E. (2025) · Journal of Computing in Higher Education · doi:10.1007/s12528-025-09438-4 · Cited by 7 · see citing works
“…social engagement with peers and teachers (“I regularly participate in class discussions in most of my classes” and “I ask my teachers questions during class if I do not understand”) (Schreiner & Louis, 2011; see also Hutain & Michinov, 2022a, 2022b; Zhoc et al., 2019, 2021; Hoi & Le Hang, 2021).”
Affordances of Digital Detox Applications: Exploring Gamification and Undesign as Design Principles
You, Y., & Karlsen, F. (2024) · International Journal of Human-Computer Interaction · doi:10.1080/10447318.2024.2431364 · Cited by 7 · see citing works
“While gamification can make apps more engaging or useful (Zichermann & Cunningham, 2011), it also has its limits and “dark side” (Nystr € om, 2021; Sch € obel et al., 2021) raising concerns about negative outcomes, such as manipulation and even exploitation (Bogost, 2013; Marczewski, 2017).”
Pečiūra, Ž., & Žukauskaitė, I. (2024) · doi:10.1177/21582440231216524 · Cited by 5
“In addition, some concerns about using game-like mechanics at work may violate ethical principles, such as exploiting employees through artificial motivation or using gamification as a surveillance tool, which creates privacy issues (Nystro¨m, 2021).”
What's the Point? How Users Functionalise Points in Gamified Systems
Lissillour, O., Deterding, S., & Evans, A. (2026) · International Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791849 · Cited by 3
“However, findings remain mixed, with studies repeatedly raising concerns about negative or null effects of gamified interventions [15, 36, 48].”
Gamified or Glorified? A systematic review of serious games for security & privacy in the SDLC
Bellemans, J., Landuyt, D. V., Sion, L., & Desmet, L. (2025) · Information and Software Technology · doi:10.1016/j.infsof.2025.107850 · Cited by 3 · see citing works
Gamification of an Automated Internet Intervention to Enhance Engagement and Adherence
Curland, R. A., Muñoz, R. F., & Leykin, Y. (2025) · Journal of Technology in Behavioral Science · doi:10.1007/s41347-025-00528-9 · Cited by 3 · see citing works
“Downsides of gamification have been previously identified, including addiction to gamification elements, reinforcement of “badge-seeking,” and cessation of reinforced behaviors once the extrinsic rewards are removed (Nyström, 2021).”
Adeyemi, I. (2025) · Business Information Review · doi:10.1177/02663821251328821 · Cited by 2 · see citing works
“Nystr¨om (2021), in a review of literature, showed that there are several themes that emanated from the literature on the considerations that should guide the adoption of gami fi cation.”
Israfilzade, K., & Pathania, D. (2026) · Management of Organizations: Systematic Research · doi:10.2478/mosr-2026-0005
“Poorly designed gamified systems – those that lack personalisation or overwhelm users with superficial re-wards – can lead to disengagement or burnout (Nyström, 2021).”
InfluentialWhen Fun Becomes Exploitation: Player Perceptions of Deceptive Design Patterns in Games
Wang, R.-J., Xu, Y.-C., Donald, H., Armitage, C., King, J., & Fitton, D. (2026) · Proceedings of the ACM on Human-Computer Interaction · doi:10.1145/3831295
“A systematic literature review [45] argues that sensory persuasion (e.g., visual and auditory feedback) can obscure detection.”
Kumar, R., & Shroff, A. (2026) · FIIB Business Review · doi:10.1177/23197145261485384
“…intrinsic motivation due to excessive reliance on external rewards (Hammedi et al., 2024; Krüger Mariano & Chiappe, 2021; Lu et al., 2022; Nyström, 2021; Yamakami, 2013); intentional problems such as violation of privacy, data misuse and user manipulation and exploitation through…”
InfluentialPum, M. (2026) · Journal of Technology-Assisted Learning · doi:10.70232/jtal.v2i2.32
“However, significant concerns—the “dark side”—must be addressed, including the potential for extrinsic rewards to undermine intrinsic motivation, increased competition, addiction risks, and ethical issues related to surveillance and data integrity (Nyström, 2021; Kwon & Özpolat, 2021).”
Fang, J. (2026) · International Journal of Education and Humanities · doi:10.54097/my5k9y87
“Some people think that games are a curse, believe they are distractions from studies, and thus instinctively avoid them [10].”
Pedagogiek en digitaliteit: een wederzijdse provocatie
Jong, M. S.-D. (2026) · Pedagogiek · doi:10.5117/ped2026.1.003.sikk
“De diepere lagen van ontwikkeling, zoals oordeelsvermogen, moreel besef en volgehouden aandacht raken ondergesneeuwd (Nyström, 2021).”
Gan, J. (2025) · Mobile Media & Communication · doi:10.1177/20501579251386226
Tsunoda, M., Sinto, S., Yamada, T., & Suto, H. (2024) · 2024 IEEE 35th International Symposium on Software Reliability Engineering Workshops (ISSREW) · doi:10.1109/issrew63542.2024.00062
“To clarify problems related to gamification, study [5] surveyed gamification studies, and classified them into seven problem domains such as motivation and addiction.”
- Authors
- Nyström, T.
- Affiliations
- Uppsala University (SE)
- Corresponding author
- Nyström, Tobias
- ORCID
- Nyström, Tobias
- Venue
- Lecture Notes in Networks and Systems
- Publisher
- Springer International Publishing
- Published
- 2021
- Pages
- 491-506
- ISSN
- 2367-3370 (ISSN-L)
- 2367-3389
- OpenAlex
- W3186049109
- Cited by
- 32
- References
- 0
- Citations by year
- 2026: 5 · 2025: 8 · 2024: 7 · 2023: 6 · 2022: 2 · 2021: 4
- FWCI
- 21.73
- Type
- book chapter
- Language
- en
- Open access
- green
- urn.kb.se
- Licence
- Locations
- Lecture notes in networks and systems (publishedVersion)
- KTH Publication Database DiVA (KTH Royal Institute of Technology) (submittedVersion, other-oa)
- Topics
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
- Keywords
- gamification, problem domain, gamification design, gamification framework
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