Paper accepted @ ES 2026

Conference: 24th International Conference on e-Society (ES 2026) 

Paper Title: Gamification in the Age of AI: Surveying Player Perceptions of Motivation, Manipulation, and Data Protection

Authors: Kurt Horvath, Tom Tucek

Abstract:  Modern games and applications increasingly employ artificial intelligence (AI), user modeling, and gamification to influence user behavior, sustain engagement, and monetize attention. Although these mechanisms can enhance motivation and enjoyment, they also raise concerns about manipulation, personal data usage, and transparency. To examine how players perceive these dynamics, we conducted a survey with 28 adult participants. Respondents expressed strong concerns about the collection and exploitation of personal information in games and gamified applications, while also reporting low awareness and a limited sense of control over how their data is used. They evaluated progression features such as leveling systems and leaderboards as motivating. In contrast, they rated retention-focused mechanics such as daily login rewards and random reward reveals as highly manipulative. Participants reported that these systems can create fear of missing out or resemble gambling. Participants also expressed support for regulatory measures that limit exploitative design and protect vulnerable users. These findings reveal a clear gap between increasingly powerful engagement strategies and user trust, illustrating the need for more responsible and transparent gamification practices.