**4. Conclusion**

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

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**Author details**

**Conflict of interest**

**Acknowledgements**

Mytilene, Lesvos Island, Greece

\*Address all correspondence to: chkallon@aegean.gr

provided the original work is properly cited.

The authors declare no conflict of interest.

Aikaterini-Georgia Mavroeidi, Angeliki Kitsiou and Christos Kalloniatis\* Privacy Engineering and Social Informatics Laboratory, Department of Cultural Technology and Communication, University of the Aegean,

© 2020 The Author(s). Licensee IntechOpen. This chapter is distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/ by/3.0), which permits unrestricted use, distribution, and reproduction in any medium,

*The Role of Gamification in Privacy Protection and User Engagement*

an aspect that should be considered during developing them. Several respective methods which analyze security and privacy requirements have been recorded, but few attempts which combines them with gamification have been published. In this work, the relation between privacy and gamification is discussed, where it was highlighted that privacy may be violated by gamification. However, it is equally important for users to have awareness on privacy and security, so as to be able to protect themselves. Related programs which educate users on these two aspects are needed. Their combination with gamification is important in order for the users to be trained through a more interesting way. Some attempts have been recorded. In this work, it was identified that privacy awareness can be achieved by designing gamified systems which educate users on how to protect their privacy by the harmful game elements and on the consequences of privacy requirement violation. Thus, while using gamified systems, users will be able to know as on which game elements should pay attention in order to protect their privacy as how to be protected by their harmful consequences. In future work, software patterns for designing securityand privacy-friendly software will be recommended. As far as of the users' concern, privacy and security awareness will be studied in relation to gamification. In our purposes, the relation between gamification, security, and privacy is important to be examined as from the side of software developers as from the side of users.

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

*DOI: http://dx.doi.org/10.5772/intechopen.91159*
