This document discusses how gamification can be designed and implemented responsibly by considering its impact on users and their environment. It provides examples of how gamification has been used to influence learning, work activities, habits and lifestyle. However, it stresses that gamification designers must take into account how their systems may affect users' social roles and relationships, as well as their surrounding communities and environment. It advocates for an ethical approach to gamification design that strengthens individuals' and societies' potential in a manner consistent with their values.