Please use this identifier to cite or link to this item: http://hdl.handle.net/11189/8980
DC FieldValueLanguage
dc.contributor.authorVan der Poll, Arthur E.en_US
dc.contributor.authorVan Zyl, Izak J.en_US
dc.contributor.authorKroeze, Jan Hendriken_US
dc.date.accessioned2023-04-03T10:27:08Z-
dc.date.available2023-04-03T10:27:08Z-
dc.date.issued2021-
dc.identifier.citationVan 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]en_US
dc.identifier.issn0967-0912-
dc.identifier.urihttp://hdl.handle.net/11189/8980-
dc.description.abstractGamification 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.en_US
dc.language.isoenen_US
dc.publisherSpringer Linken_US
dc.relation.ispartofInternational Federation for Information Processingen_US
dc.subjectGamificationen_US
dc.subjectinformation systemsen_US
dc.subjectdigital exclusionen_US
dc.subjectsocial exclusionen_US
dc.subjectafricanisationen_US
dc.subjectdecolonisationen_US
dc.titleSocial exclusion in gamified information systemsen_US
dc.identifier.doihttps://doi.org/10.1007/978-3-030-85447-8_65-
dc.typeArticleen_US
Appears in Collections:FID - Journal Articles (DHET subsidised)
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