The Cost of Reward: A Critical Reflection on the `What', `How', and `Why' of Gamification for...
summary
Argues that common SportsHCI gamification focuses on step count, sitting hours, energy expenditure and uses simple points badges leaderboards mechanics that target effects not causes. Claims three concrete harms: rewards only reach people driven by extrinsic incentives, they risk undermining already intrinsically motivated exercisers, and they fail to produce long‑term engagement while correlating with burnout and drop‑out. Recommends designing for internal goods and basic human needs to support spontaneous, self‑sustained, autotelic sport participation.
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