Gainful or Dark Gamification? Three Perspectives on Unlocking AI’s Potential for EdTech Research and Practice

The convergence of gamification and artificial intelligence (AI) in educational technology (EdTech) holds transformative potential for learning, yet the distinction between gainful and dark gamification remains undertheorized. Grounded in the mechanics, dynamics and aesthetics framework and synthesizing self-determination theory, flow theory and experiential learning theory with practitioner perspectives from EdTech stakeholders, this perspective article examines how AI can enable gainful gamification while mitigating its darker manifestations. Four AI affordances, namely accessibility, personalization, automation and interactivity, are identified and mapped across primary, secondary, higher education and professional learning segments. A triple-layered AI stack, comprising machine learning algorithms, predictive analytics triggers and real-time adaptive mechanics, is proposed as an enablement architecture anchored in the GAFCC (goals, access, feedback, challenge and collaboration) gamification design framework. The study positions AI as a dependable, though conditional, ally for responsible gamification, and sets out a research and practice agenda for EdTech stakeholders.

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Publication Details

Journal
FIIB Business Review
Published
2026-09-15
DOI
https://doi.org/10.1177/23197145261485384
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Gainful or Dark Gamification? Three Perspectives on Unlocking AI’s Potential for EdTech Research and Practice

Arvind Shroff, Ranjan Kumar
FIIB Business Review
Educational Games and Gamification
article

Gainful or Dark Gamification? Three Perspectives on Unlocking AI’s Potential for EdTech Research and Practice

Arvind Shroff, Ranjan Kumar
article en

Abstract

The convergence of gamification and artificial intelligence (AI) in educational technology (EdTech) holds transformative potential for learning, yet the distinction between gainful and dark gamification remains undertheorized. Grounded in the mechanics, dynamics and aesthetics framework and synthesizing self-determination theory, flow theory and experiential learning theory with practitioner perspectives from EdTech stakeholders, this perspective article examines how AI can enable gainful gamification while mitigating its darker manifestations. Four AI affordances, namely accessibility, personalization, automation and interactivity, are identified and mapped across primary, secondary, higher education and professional learning segments. A triple-layered AI stack, comprising machine learning algorithms, predictive analytics triggers and real-time adaptive mechanics, is proposed as an enablement architecture anchored in the GAFCC (goals, access, feedback, challenge and collaboration) gamification design framework. The study positions AI as a dependable, though conditional, ally for responsible gamification, and sets out a research and practice agenda for EdTech stakeholders.

FIIB Business Review
Indian Institute of Management Lucknow (IN)
Openalex Percentile: Top 5%
Educational Games and Gamification
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Gainful or Dark Gamification? Three Perspectives on Unlocking AI’s Potential for EdTech Research and Practice — Arvind Shroff, Ranjan Kumar · FIIB Business Review (2026) | TGRS Research Map | TGRS