Games are designed to build on certain inherently reward centered aspects of our psychology. This encourages the user to keep playing and engaging in the entertainment for just a bit longer. In this paper we explore the way in which gamification can be used to benefit researchers aiming to collect large amounts of data from sometimes less than enthusiastically motivated participants. We also investigate the risks associated with such mechanisms for data collection and how malicious entities could use these same methods to trick users into exposing private information. Across several experiments used to measure the cross-applicable nature of the data we collected, we demonstrate that a gamified version of a data collection tool could be used to predict the pattern used to unlock a phone.