# Gamification vs. Privacy: Identifying and Analysing the Major Concerns
## 3 Discussion  
According to the results of this research, gamification is an important method that can be used due to the increase of users' engagement and can be implemented in the service of sectors such as health, marketing, tourism, software engineering, education, culture and security [6; 7; 8; 9; 10; 11; 12; 13; 14; 15; 16; 17; 18; 19; 20; 21; 22; 23; 24; 25]. The game elements, the main principle of gamification, have been applied in various domains, indicating the benefits of this method. The aim of gamified applications in marketing and tourism is to increase companies' sales and to engage people to visit tourist destinations, accordingly. On the other side, the implementation of this method in education, culture and health is designed to educate users depending on the context of each application. For instance, there are gamified services in health, where users are trained to not forget their prescriptions and daily exercises. This type of application is educational, maintaining users' interest and in parallel, supporting actions regarding the protection of their health. In addition, according to the literature, this method has been studied in relation to software engineering, highlighting that the incorporation of game mechanics and elements is a more attractive task for s/w developers while designing gamified services. Furthermore, the combination of gamification with the security domain aims to increase user awareness regarding their protection by indicating threats while using technologies. As the use of ICTs has been increased, such services are important for users. In all these studies several game elements were mentioned. The first step of this work was the conducting of research to record the mentioned game elements in the literature. It was noticed that game elements cannot be used individually but exists only by several combinations, e.g., a user can pass levels by collecting points and in leaderboards the results are recorded based on the progress of each user. As ICTs are used by people and their information is recorded, it is important not only to provide novel services but also to consider privacy issues during their development. According to the literature, privacy can be protected by introducing, eliciting and analysing privacy requirements during the design of systems [38; 39; 40; 41; 42; 43; 44]. It was noticed that, though there are works which study the relation between gamification, software engineering and security, there is an important gap in the literature regarding the combination of gamification and privacy, where the need to identify the relationship between them is discerned. Specifically, with the regulation \"General Data Protection Regulation (GDPR)\" the protection of users' personal data has a mandatory aspect which needs to be considered while developing technologies. By developing gamified services which protect users' privacy, users will feel comfortable and they will trust these services. As mentioned, a detailed examination of the relationship between game elements and privacy requirements has not been provided and it has not been investigated whether the benefits that game elements provide may conflict with privacy. In this work, this relationship is examined by combining the game elements and privacy requirements, as both are used by gamification and privacy accordingly, during the design of systems. The examination was based on the concept and use of game elements and on the other side on the aim of privacy requirements. By this approach, the purpose was to explore if the use of game design elements respect privacy requirements or conflict with them. For instance, the game element of \"location\" conflicts with all privacy requirements, as by using this element, the location of users can be recorded and monitored. Consequently, it violates users' privacy, as his actions, statement and identity can be recognised. Another example involves the element \"leaderboards\", where users' results for several activities are presented in comparison to others.