This study introduces a theoretical perspective for understanding gamification through the lens of autonomy transfer. Drawing on Self-Determination Theory (SDT) and game research, we propose that gamification can be viewed as a process where player autonomy shifts from the user to the system designer. While play traditionally involves voluntary participation driven by intrinsic motivation, gamified experiences often introduce external rewards and feedback mechanisms, potentially diminishing user autonomy. This study explores the implications of this shift for user motivation, ethical concerns, and the design of persuasive technologies. Using the example of the Olympic Games as a case study, we discuss how professional sports represent a reduction in autonomy and affect intrinsic motivation. This perspective offers theoretical advancement and practical implications for designing ethical persuasive systems that balance motivation with user autonomy. We address a gap in existing literature by explicitly focusing on the ethical implications of autonomy transfer, a concept underexplored in gamification. By offering a framework for understanding how system designers gain control over user behavior, we contribute a novel perspective to discussions on motivation, ethics, and user agency.

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Who Plays? The Tension Between User Autonomy and Designer Control in Gamified Systems

  • Elad Orr,
  • Ganit Richter,
  • Sheizaf Rafaeli

摘要

This study introduces a theoretical perspective for understanding gamification through the lens of autonomy transfer. Drawing on Self-Determination Theory (SDT) and game research, we propose that gamification can be viewed as a process where player autonomy shifts from the user to the system designer. While play traditionally involves voluntary participation driven by intrinsic motivation, gamified experiences often introduce external rewards and feedback mechanisms, potentially diminishing user autonomy. This study explores the implications of this shift for user motivation, ethical concerns, and the design of persuasive technologies. Using the example of the Olympic Games as a case study, we discuss how professional sports represent a reduction in autonomy and affect intrinsic motivation. This perspective offers theoretical advancement and practical implications for designing ethical persuasive systems that balance motivation with user autonomy. We address a gap in existing literature by explicitly focusing on the ethical implications of autonomy transfer, a concept underexplored in gamification. By offering a framework for understanding how system designers gain control over user behavior, we contribute a novel perspective to discussions on motivation, ethics, and user agency.