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This analysis examines the ethical complexities inherent in using serious games as tools for social and behavioral intervention, particularly when targeting populations at risk of social exclusion. The primary thesis posits that while game-based platforms offer powerful mechanisms for data collection and behavioral change, they simultaneously create significant ethical risks regarding informed consent, user trust, and the potential for manipulative influence. The research emphasizes that traditional methods of securing consent, such as End User Licensing Agreements (EULAs), are often ineffective, as users frequently accept terms without comprehension, especially when motivated by the entertainment value of the software.
The scope of the work focuses on the intersection of digital technology, public health, and social inclusion, with a specific case study involving the MASELTOV project, which utilizes mobile game-based interventions to assist migrants in the European Union. The methodology relies on a review of existing literature and pragmatic reflections on the design of serious games. Key findings indicate that the "stealthy" nature of serious games—often used to maintain engagement—can conflict with the requirement for transparent, informed consent. Furthermore, the study highlights that when games are used as incentives for participation, researchers must be cautious not to coerce vulnerable users into providing data they might otherwise withhold.
The analysis concludes that as big data analytics and behavioral modeling become more sophisticated, the capacity for games to influence societal behavior grows, necessitating a more rigorous ethical framework. The author warns that the ability to adjust human behavior on a large scale carries profound, potentially unforeseen consequences, urging developers and researchers to prioritize transparency and user data ownership to sustain trust within these digital environments.
University of Glasgow · 2026