**1. Introduction**

Due to the digitalization of information, the use of several technologies has been introduced in people's habits, which, consequently, signifies the prevalence of applications utilization, pertaining to many sectors [1]. The Information and Communication Technologies (ICTs) may have different scopes and concepts based on the preferences and the aim of their developers. A variety of such technologies [2, 3] have been provided, aiming at educating users on specific topics, for example, by educational platforms for students and teachers, at endorsing products for marketing purposes, or other reasons, depending on the concept of each application.

Specific techniques or methods have been developed in order to improve the provision of their concept, such as a more appealing and interactive environment [4]. By achieving to gain this benefit, a service will be more interesting, and its use will be increased. Consequently, the aim of its developer will be satisfied, as for instance in marketing domain, this will support the company's profits. An example of such methods is gamification [4], the use of game elements in applications that

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*Security and Privacy From a Legal, Ethical, and Technical Perspective*

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are not games. Many game elements have been recorded in the literature and have been implemented in gamified services [5–11] in order to support several domains [7, 8, 12–16]. The benefits, provided by the implementation of the game elements, differ based on the concept of each service. The singularity of this method concerns on the increased engagement of users with gamified environments [4].

According to the above, it is clear that these technologies consist of a basic activity for users, and some of them may be helpful for their lives, for example, educational platforms. However, there are some issues that arise, namely security and privacy issues. While using all these ICTs, users' information is stored, and their activities are recorded [17–19]. As a consequence, users' personal information may be harmed. Thus, it is crucial to consider the protection of users' security and privacy while designing services. Regarding the relation between gamification and these two important aspects, some studies have been published [13, 14, 20, 21], in which the harmful side of gamification, focusing on users' security and privacy, is presented. Besides the importance of designing privacy-friendly and secure gamified services, it is also crucial for a user to be able to protect his/her own security and privacy. If a user becomes aware of this, then, several ethical and social issues will be addressed. So, on the one hand, it is important for developers to design security and privacy-friendly gamified services and on the other hand, users should be security- and privacy-aware. Adding to this point, in this work, the importance of users' privacy awareness on protecting their privacy through gamification is discussed, and some preliminary results are presented.

The rest of the chapter is organized as follows. In Section 2, gamification is described, providing its benefits and implementation on several sectors. In Section 3, the relation between gamification and privacy is presented. Additionally, the importance of security and privacy awareness regarding gamification is highlighted and the contribution of gamification on educating users on privacy is discussed. Finally, Section 4 concludes the work, providing steps for future work.
