**Acknowledgements**

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

protecting the privacy requirements, (b) on recognizing the harmful game elements, (c) on how to protect their privacy while using these elements, and (d) on the consequences of their privacy violation if these elements carry on harming privacy requirements. The result of this process concerns the existence of awareness of users on privacy issues. Such educational programs, aiming to enhance users' privacy awareness level, are therefore significant in achieving a balance between users' need for the protection of their personal information during using gamified services and their need for using game elements within them that are harmful for their privacy. Thus, in order to spread awareness to users through more entertaining processes, gamification can be considered, while developing privacy awareness services as well. Some examples have been recorded regarding security awareness [64, 65], but gamified attempts are also needed as far as privacy awareness concerns. The contribution of gamification in these services concerns on the engagement of users

The implementation of game elements in ICTs is undeniably an effective way to engage users on using them. Several domains utilize gamification for the achievement of their purposes and many users prefer them for their tasks. While using them, personal information and actions are recorded, and therefore, privacy is

on using them, resulting on the effective education of users.

**86**

**4. Conclusion**

**Figure 2.**

*Privacy protection by harmful game elements.*

The research work was supported by the Hellenic Foundation for Research and Innovation (HFRI) under the HFRI PhD Fellowship grant (Fellowship Number: 671).
