and fitness apps." Concern was also expressed in a 2016 study analyzing outcome data from 1,298 users who competed in gamified and incentivized exercise challenges while wearing wearable devices. In that study the authors conjectured that data may be highly skewed by cohorts of already healthy users, rather than the intended audiences of participants requiring behavioral intervention. Game designers like Jon Radoff and Margaret Robertson have also criticized gamification as excluding elements like storytelling and experiences and using simple reward systems in place of true game mechanics. Gamification practitioners have pointed out that while the initial popular designs were in fact mostly relying on simplistic reward approach, even those led to significant improvements in short-term engagement. This was supported by the first comprehensive study in 2014, which concluded that an increase in gamification elements correlated with an increase in motivation score, but not with capacity or opportunity/trigger scores. The same study called for standardization across the app industry on gamification principles to improve the effectiveness of health apps on the health outcomes of users. MIT Professor Kevin Slavin has described business research into gamification as flawed and misleading for those unfamiliar with gaming. Heather Chaplin, writing in Slate, describes gamification as "an allegedly populist idea that actually benefits corporate interests over those of ordinary people". Jane McGonigal has distanced her work from the label "gamification", listing rewards outside of gameplay as the central idea of gamification and distinguishing game applications where the gameplay itself is the reward under the term "gameful design". "Gamification" as a term has also been criticized. Ian Bogost has referred to the term as a marketing fad and suggested "exploitation-ware" as a more suitable name for the games used in marketing. Other opinions on the terminology criticism have made the case why the term gamification makes sense. In an article in the LA Times, the gamification of worker engagement at Disneyland was described as an "electronic whip". Workers had reported feelings similar to slavery behaviors and whipping sense. See also Egoboo, a component of some gamification strategies Notes References Further reading Boller, Sharon; Kapp, Karl M. (2017). Play to Learn: Everything You Need to Know About Designing Effective Learning Games. ISBN 978-1562865771. Gray, Dave; Brown, Sunni; Macanufo, James (2010). Gamestorming: A Playbook for Innovators, Rulebreakers, and Changemakers. ISBN 978-0596804176. Routledge, Helen (2015). "Why Games Are Good For Business: How to Leverage the Power of Serious Games,