Description:Both academia and industry have shown an increased interest in gamification. To enhance the design and understanding of gamification there is a need to explore the negative aspects of the concept. Negative sides, “the darkness” of gamification is further explored in this paper. Through a systematic literature review the darkness of gamification is mapped and categorized into seven problem domains. This new information could help both industry and academia to acknowledge problem domains of gamification and develop better frameworks for designing gamification. It will also reignite the call to conduct more research about negative sides of gamification in order to improve the gamification experience.