This is a draft cheat sheet. It is a work in progress and is not finished yet.
Gamification is a powerful tool. Like any powerful tool, it can be used for great benefit and good as well as be harmful if used for unethical purposes
Gamification designers should be honest with both users and clients.
Clients should be made aware that Gamification is not a magic bullet. In most cases, it is a long term investment.
Gamification should not be used as a way to dishonestly gather information that a user would not freely give up under other circumstances.
Gamification designers will not claim propriety of other’s published work.
Gamification should take into consideration accepted regional social practices, personal or ethical boundaries and general human rights, and should not be used to manipulate people into breaking them.
Gamification should not be used for illegal activities (as defined by the laws of the countries and locales for which its use is intended).
Gamification should not be used to manipulate children for commercial purposes.
Encourage openness about the system to both users and clients, (within the limits of copyright, intellectual property and trade secrets), such as;
- What the aims of the system are
- What data the system will collect
- How the data collected is to be used
Encourage free access to information.
Never share personal data without the appropriate consent.
As a gamification designer, you should always provide the best service and experience possible for every user and client.
Gamification should not be used to make statements justifying violence, encouraging abuse, or endorsing prejudice.
Consider the impact and sustainability that projects and workshops may have on the environment.