Please use this identifier to cite or link to this item: http://hdl.handle.net/11189/8980
Title: Social exclusion in gamified information systems
Authors: Van der Poll, Arthur E. 
Van Zyl, Izak J. 
Kroeze, Jan Hendrik 
Keywords: Gamification;information systems;digital exclusion;social exclusion;africanisation;decolonisation
Issue Date: 2021
Publisher: Springer Link
Source: Van der Poll, A.E., Van Zyl, I. & Kroeze, J.H. 2021. Social exclusion in gamified information systems. International Federation for Information Processing, 12896: 1-13. [https://doi.org/10.1007/978-3-030-85447-8_65]
Journal: International Federation for Information Processing 
Abstract: 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.
URI: http://hdl.handle.net/11189/8980
ISSN: 0967-0912
DOI: https://doi.org/10.1007/978-3-030-85447-8_65
Appears in Collections:FID - Journal Articles (DHET subsidised)

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