# Gamification vs. Privacy: Identifying and Analysing the Major Concerns
## 2 Results
### Privacy Requirements  
As was reported above, some research [31] has been conducted on the privacy field in relation to gamification, resulting of the existence of a crucial gap. Due to this fact, the next step of this work is the conduction of research in the privacy domain to record how it can be considered during the development of services to ensure the protection of users' privacy. The results of this step will support the examination of the relationship between gamification and privacy in order to identify if this method respects privacy issues and how they can be combined, while designing services.  
As most of users' information is digitalised, privacy is an important aspect to be considered during the development of ICTs for the protection of users' personal information [54; 55; 56]. According to the literature, privacy can be protected by analysing and eliciting privacy requirements from the early stages of a software lifecycle until the late design phases [29; 30; 31; 32; 33; 34; 35; 36; 37; 38; 39]. In addition, several methods have been suggested to software developers for the accomplishment of this task [40; 41; 42; 43; 44].  
According to several studies on privacy, the requirements of this domain are the _anonymity_--the ability of a subject to be unidentifiable to other subjects--_pseudonimity_--a subjects uses pseudonymous and not real names in order to ensure his anonymity--_unlinkability_--when a third party cannot link the relationship between subjects, actions, messages--_undetectability_--when the existence of  
\begin{table}
\begin{tabular}{c c} \hline \hline
**Game Elements** & **Studies** \\ \hline Achievements & [12; 48; 49] \\ Alternative activities & [8; 46; 49] \\ Avatars & [45; 48] \\ Badges & [3; 6; 12; 45; 46; 48; 49; 50; 53; 55; 56; 57; 58] \\ Challenges & [3; 6; 8; 46; 47; 48; 50; 52] \\ Communication with other players & [6; 12; 45; 46] \\ Competition & [6; 13; 45; 47; 49; 53] \\ Content unlocking & [48] \\ Feedback and progressive information & [3; 12; 13; 45; 46; 47; 48; 50] \\ Leaderboards & [3; 6; 13; 45; 46; 47; 53; 54; 55; 56; 57; 58] \\ Levels & [3; 6; 12; 13; 45; 46; 47; 58; 59; 55] \\ Location & [45; 56] \\ Notifications & [8; 45; 46; 47] \\ Points & [3; 8; 12; 13; 45; 46; 47; 53; 55; 56; 58] \\ Profiles & [8; 13; 45; 46; 47] \\ Quiz & [8; 13; 45; 49] \\ Rewards & [3; 6; 8; 13; 47; 49; 51; 52] \\ Roles & [46; 49] \\ Rules & [45; 49] \\ Scoring systems & [6; 46] \\ Team tournaments, group tasks and collaboration & [8; 13; 45; 46; 47; 48; 49] \\ Time constraints & [6; 40; 46] \\ \hline \hline \end{tabular}
\end{table}
Table 1: Game elements considered by each study.  
a component cannot be detected by a third party--_unobservability_ - the ability to hide the actions between subjects [38; 39; 40; 41; 42; 43; 44].  
By considering all these privacy requirements during the development of a software, users' privacy can be protected. In this work the aim is to identify if gamification respect privacy requirements by examining the relationship between game elements and the respective requirements and to provide a conceptual model that represents this examination in order software developers to be able to consider privacy during the development of a gamified service and to identify which privacy requirements have to be analysed in connection to each game element.