1const n=`--- 2title: "More Than Just a Game: Ethical Issues in Gamification" 3date: "2016-01-01" 4venue: "Ethics and Information Technology" 5volume: "18" 6pages: "157" 7type: "Journal Article" 8url: "https://link.springer.com/article/10.1007/s10676-016-9401-5" 9coauthors: "Tae Wan Kim" 10summary: "Analysis of ethical considerations in the design and implementation of gamification systems." 11tags: 12 - "Gamification" 13--- 14 15With Tae Wan Kim. Published in 18 ETHICS IN INFO. TECH. 157 (2016). Examines the ethical dimensions of gamification, including manipulation, autonomy, and fairness concerns. 16`;export{n as default};
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.