# Negative Effects of Gamification in Education Software: Systematic Mapping and Practitioner Perceptions

**Authors:** Clauvin Almeida, Marcos Kalinowski, Anderson Uchoa, Bruno Feijo  
**arXiv:** [2305.08346](https://arxiv.org/abs/2305.08346)  
**Date:** 2023-05-15  
**Summary page:** https://www.summarizepaper.com/en/arxiv-id/2305.08346v1/

## Key points

- Gamification is widely studied for positive effects on education and learning systems
- Negative effects of game design elements are often overlooked
- Study aimed to provide overview of research reporting negative effects and explore developers' awareness
- 68 papers included in systematic mapping study reported undesired effects of elements such as badges, leaderboards, competitions, and points
- Most cited negative effects include lack of effect, worsened performance, motivational issues, lack of understanding, irrelevance, ethical issues like gaming the system and cheating
- Relations between game design elements and potential negative effects were mapped
- Developers not fully aware of many potential negative effects but found information useful
- Gamification can have positive impacts when properly applied but also prone to harmful effects

## Summary

Abstract

Gamification has been widely studied for its positive effects on education and learning systems. However, the focus on its adverse effects is often overlooked. This study aims to provide a comprehensive overview of research reporting negative effects of game design elements and to explore developers' awareness and perceptions of these effects in practice. A systematic mapping study was conducted, resulting in 68 included papers that reported undesired effects of game design elements such as badges, leaderboards, competitions, and points. The most cited negative effects included lack of effect, worsened performance, motivational issues, lack of understanding, irrelevance, ethical issues like gaming the system and cheating. The study also mapped the relations between game design elements and their potential negative effects. Additionally, a focus group discussion with developers revealed that they were not fully aware of many potential negative effects but found this information useful. Developers agreed on some negative effects while also recognizing positive counterparts. The study concludes that while gamification can have positive impacts on education/learning software when properly applied, it is also prone to generating harmful effects. By discussing and revealing potential negative effects, informed decisions can be made considering their trade-off with expected benefits.
