Ethical concerns
The outcome of the literature review showed that psychological distress is the most frequently cited ethical concern related to gamification. Sixteen papers documented that user experienced various negative experiences, some of which can be linked with more serious psychological distress, including stress, anxiety, frustration, and feeling of helplessness (Yang & Li, 2021). Based to the reviewed papers, these negative experiences might be caused: for example, by the repeated inability of the user to overcome the challenge (Andrade, 2016); constant preoccupation with monitoring the performance of others (OrdunaMalea et al., 2016); cause data disclosure over the loss of self-consciousness (Trang & Weiger, 2021); and increase pressure on users (e.g., employees) to achieve more (e.g., increase work productivity) (Seo et al., 2021). Five papers documented addictive behavior; these five papers conclude that hyper-using gamified apps to diminish boredom and keep ...