The Role of Gamification in Privacy Protection and User Engagement
The interaction between users and several technologies has rapidly increased. In people’s daily habits, the use of several applications for different reasons has been introduced. The provision of attractive services is an important aspect that it should be considered during their design. The impleme...
Guardado en:
| Autores principales: | , , |
|---|---|
| Formato: | Capítulo de libro |
| Lenguaje: | inglés |
| Publicado: |
IntechOpen
2020
|
| Materias: | |
| Acceso en línea: | https://www.intechopen.com/chapters/71045 |
| Etiquetas: |
Sin Etiquetas, Sea el primero en etiquetar este registro!
|
| _version_ | 1879164700977004544 |
|---|---|
| author | Mavroeidi, Aikaterini-Georgia Kitsiou, Angeliki Kalloniatis, Christos |
| author_browse | Kalloniatis, Christos Kitsiou, Angeliki Mavroeidi, Aikaterini-Georgia |
| author_facet | Mavroeidi, Aikaterini-Georgia Kitsiou, Angeliki Kalloniatis, Christos |
| author_sort | Mavroeidi, Aikaterini-Georgia |
| building | IntechOpen |
| collection | Acceso abierto |
| description | The interaction between users and several technologies has rapidly increased. In people’s daily habits, the use of several applications for different reasons has been introduced. The provision of attractive services is an important aspect that it should be considered during their design. The implementation of gamification supports this, while game elements create a more entertaining and appealing environment. At the same time, due to the collection and record of users’ information within them, security and privacy are needed to be considered as well, in order for these technologies to ensure a minimum level of security and protection of users’ information. Users, on the other hand, should be aware of their security and privacy, so as to recognize how they can be protected, while using gamified services. In this work, the relation between privacy and gamified applications, regarding both the software developers and the users, is discussed, leading to the necessity not only of designing privacy-friendly systems but also of educating users through gamification on privacy issues. |
| doi_str_mv | 10.5772/intechopen.91159 |
| first_indexed | 2026-10-15T21:38:30Z |
| format | Book Chapter |
| fullrecord | <oai_dc:dc xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd"><identifier>intech-71045</identifier><datestamp>2020-02-12</datestamp>
<dc:title>The Role of Gamification in Privacy Protection and User Engagement</dc:title>
<dc:creator>Aikaterini-Georgia Mavroeidi</dc:creator>
<dc:creator>Angeliki Kitsiou</dc:creator>
<dc:creator>Christos Kalloniatis</dc:creator>
<dc:subject>Physical Sciences, Engineering and Technology</dc:subject>
<dc:description>The interaction between users and several technologies has rapidly increased. In people’s daily habits, the use of several applications for different reasons has been introduced. The provision of attractive services is an important aspect that it should be considered during their design. The implementation of gamification supports this, while game elements create a more entertaining and appealing environment. At the same time, due to the collection and record of users’ information within them, security and privacy are needed to be considered as well, in order for these technologies to ensure a minimum level of security and protection of users’ information. Users, on the other hand, should be aware of their security and privacy, so as to recognize how they can be protected, while using gamified services. In this work, the relation between privacy and gamified applications, regarding both the software developers and the users, is discussed, leading to the necessity not only of designing privacy-friendly systems but also of educating users through gamification on privacy issues.</dc:description>
<dc:publisher>IntechOpen</dc:publisher>
<dc:date>2020-02-12</dc:date>
<dc:type>Chapter, Part Of Book</dc:type>
<dc:identifier>https://www.intechopen.com/chapters/71045</dc:identifier>
<dc:identifier>doi:10.5772/intechopen.91159</dc:identifier>
<dc:language>en</dc:language>
<dc:relation>ISBN:978-1-83881-205-8</dc:relation>
<dc:rights>https://creativecommons.org/licenses/by/3.0/</dc:rights>
<dc:source>https://www.intechopen.com/books/8423 ; Security and Privacy From a Legal, Ethical, and Technical Perspective</dc:source>
</oai_dc:dc> |
| id | intech-71045 |
| institution | IntechOpen |
| isbn | 978-1-83881-205-8 |
| language | English |
| last_indexed | 2026-10-15T21:38:30Z |
| publishDate | 2020 |
| publishDateRange | 2020 |
| publishDateSort | 2020 |
| publisher | IntechOpen |
| publisherStr | IntechOpen |
| record_format | oai_dc |
| spelling | intech-710452020-02-12 The Role of Gamification in Privacy Protection and User Engagement Aikaterini-Georgia Mavroeidi Angeliki Kitsiou Christos Kalloniatis Physical Sciences, Engineering and Technology The interaction between users and several technologies has rapidly increased. In people’s daily habits, the use of several applications for different reasons has been introduced. The provision of attractive services is an important aspect that it should be considered during their design. The implementation of gamification supports this, while game elements create a more entertaining and appealing environment. At the same time, due to the collection and record of users’ information within them, security and privacy are needed to be considered as well, in order for these technologies to ensure a minimum level of security and protection of users’ information. Users, on the other hand, should be aware of their security and privacy, so as to recognize how they can be protected, while using gamified services. In this work, the relation between privacy and gamified applications, regarding both the software developers and the users, is discussed, leading to the necessity not only of designing privacy-friendly systems but also of educating users through gamification on privacy issues. IntechOpen 2020-02-12 Chapter, Part Of Book https://www.intechopen.com/chapters/71045 doi:10.5772/intechopen.91159 en ISBN:978-1-83881-205-8 https://creativecommons.org/licenses/by/3.0/ https://www.intechopen.com/books/8423 ; Security and Privacy From a Legal, Ethical, and Technical Perspective |
| spellingShingle | Physical Sciences, Engineering and Technology Mavroeidi, Aikaterini-Georgia Kitsiou, Angeliki Kalloniatis, Christos The Role of Gamification in Privacy Protection and User Engagement |
| title | The Role of Gamification in Privacy Protection and User Engagement |
| title_full | The Role of Gamification in Privacy Protection and User Engagement |
| title_fullStr | The Role of Gamification in Privacy Protection and User Engagement |
| title_full_unstemmed | The Role of Gamification in Privacy Protection and User Engagement |
| title_short | The Role of Gamification in Privacy Protection and User Engagement |
| title_sort | role of gamification in privacy protection and user engagement |
| topic | Physical Sciences, Engineering and Technology |
| url | https://www.intechopen.com/chapters/71045 |
| work_keys_str_mv | AT mavroeidiaikaterinigeorgia theroleofgamificationinprivacyprotectionanduserengagement AT kitsiouangeliki theroleofgamificationinprivacyprotectionanduserengagement AT kalloniatischristos theroleofgamificationinprivacyprotectionanduserengagement AT mavroeidiaikaterinigeorgia roleofgamificationinprivacyprotectionanduserengagement AT kitsiouangeliki roleofgamificationinprivacyprotectionanduserengagement AT kalloniatischristos roleofgamificationinprivacyprotectionanduserengagement |