<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Stories or Scenarios: Implementing Narratives in Gamified Language Teaching</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Joan-Tomàs Pujolà</string-name>
          <email>jtpujola@ub.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>M. Vicenta González Argüello</string-name>
          <email>vicentagonzalez@ub.edu</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universidad de Barcelona</institution>
          ,
          <addr-line>Barcelona</addr-line>
          ,
          <country>España</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Universidad de Barcelona</institution>
          ,
          <addr-line>Barcelona</addr-line>
          ,
          <country>España</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This study focuses on the analysis of the narratives of 29 gamified didactic interventions (GDIs) by foreign language teachers. Two types of narrative were identified: those which included a story, and those which only set up a scenario. Both types were analysed considering the following criteria: the narrative they were based on; the genre applied; the plot they followed; their duration; the inclusion of roleplaying; and their design appeal. Results show that most of the GDIs used a scenario since this makes implementation easier for teachers. However, the GDIs using a storyline as the backbone were more coherent in their gamification as the elements were integrated in a meaningful way.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        ACM Classification Keywords
- Applying computing
 Education
o Computer Assisted Instruction
o E-learning
INTRODUCTION
Gamification narratives are a fundamental dynamic in a
gamified process [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and directly influence the type
of gamification which is developed - that is, whether it be
structural or content gamification [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Although it is
possible to add a story, characters and other game elements
to structural gamification, adding story elements to a course
could alter the content to make it more game-like [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
Werbach and Hunter [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] listed the narrative as one of the
game dynamics which is key for engaging participants.
Introducing a semantic layer, either using a story or a theme
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], helps to give coherence to the gamification and helps
to make it more easily understood [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. According to van der
Meer [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] “the narrative is the experiential scaffold within
the thematic framework that you’ve chosen. It is the actual
nuts and bolts of the experience that you want your players
to go through.” Adding a story, a theme or a scenario to a
gamification could have a major impact on the other
elements of the whole gamification procedure. As such, it is
convenient that the dynamics and mechanics of the game
are closely related to the storyline chosen. The tension, the
conflict, the challenges or the characters generate emotions
in the students and thus make the experience immersive
and, consequently, more memorable. Listening to stories
means the user will relate these stories to things they have
experienced themselves, making new connections [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ].
Narratives usually make engagement easier and
longerlasting. According to Keller [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] “what we learn from
games is that adding narrative, storyline, a theme, or fun
graphics to our lessons and activities can help students be
more engaged.”
Stories help us to organize and remember information and
tie content together in a coherent way. Designing
gamification as a series of narrative experiences means you
can design the emotional journey you would like you
participant to go on [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. Adding stories to learning
programs allows teachers to connect to the learners on an
emotional level. Moreover, a story is the perfect way to
introduce an element of playfulness. This narrative layer
opens up opportunities for being creative and could take
learners to a higher motivational level, a level to get them
“hooked” on the storyline as if it were a book, a film or a
TV series.
      </p>
      <p>
        Storytelling is one of the most enjoyable and effective
pedagogical techniques in the development of language
skills in one's first language, and also in the acquisition of a
foreign or second language [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Digital storytelling
specifically has become a way to motivate students to use
the language both inside and outside the classroom [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ].
Narratives have always helped teachers to contextualise
language use in a meaningful way since they prompt
learners to do something meaningful with the language they
are meant to learn [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ]. In this sense, there is a long
tradition in second language pedagogy of using role play
and simulations [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] as a way to set up scenarios where
learners taking on roles can practise their language skills
and, at the same time, gain an understanding of
sociocultural aspects of the language they are learning. Reinhardt
[
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] underlines that “game-informed L2 instruction
recognizes the power of contextualization, but takes it
further and, wherever possible, situates the language in
narrative and goal-directed behavior. [...] An activity,
lesson, unit, or curriculum may be thematically structured
around a narrative or set of narratives in which the learners
are immersed and invited to narrativize”.
      </p>
      <p>Bearing all these concepts in mind, the study presented in
this paper attempts to describe how 29 foreign language
teachers developed their gamified didactic interventions in
relation to the selected narrative. Therefore, this study has
the following aims: to identify the type of narratives that the
teachers chose for their GDIs; and to analyse their features
so as to understand the affordances of the narrative in
gamified language teaching.</p>
      <p>
        THEORETICAL FRAMEWORK
Stories have always been linked to the field of education.
Long before pedagogy, orality was the medium through
which traditional fundamental knowledge was transmitted,
and stories or parables were the main way of conveying this
knowledge [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Likewise, popular culture has been passed
down to new generations through narratives (for instance
stories, myths, legends, movies and novels). It is, in
essence, an element that is used to contextualize
information: "Narratives, like stories, function as cognitive
frameworks that contextualize new knowledge because
some of the story elements are familiar" [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ].
      </p>
      <p>
        Within a classic conception, the narrative is defined like as
a text characterized by representing a succession of actions
over time [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]. Succession implies progress from an initial
situation to a different final situation, a new state. This
progression establishes what is meant by story: "From a
pragmatic point of view, the narrative must contain an
element of intrigue that structures and gives meaning to the
actions and events that take place over time." [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Todorov
[
        <xref ref-type="bibr" rid="ref35">35</xref>
        ] asserts that the narrative sequence is constructed from
five stages:
1. A state of equilibrium. A specific space and time is
presented, along with the characters and the background of
the action;
2. A disruption of that order by an event. A progression of
incidents and episodes that entangle the action and maintain
the intrigue is established;
3. A recognition that the disorder has occurred. There is
recognition of the event that disturbed the equilibrium;
4. An attempt to repair the damage incurred during the
disruption;
5. A return or restoration of a NEW equilibrium. A new
state is shown, resulting from the actions taken and the
outcome itself.
      </p>
      <p>Therefore, the main requirement in such a story is that there
must be a change of state prompted by a causal relationship
within a certain period of time.</p>
      <p>
        There are diverse narrative patterns on how to develop a
story such as the ones introduced by Vonnegut’s concept of
the universal shapes of stories [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Many narratives are
characterized by following a pattern in which the story
progresses from the monomyth or the Hero’s Journey [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
This idea focuses primarily on raising a problem that the
hero must overcome throughout an adventure, subsequently
coming home changed or transformed. This journey is the
metaphor of the evolution of the character in the narrated
story. The hero becomes the backbone of the narrative on
account of the vicissitudes through which he has to go.
When designing stories in gamification scenarios
Marczewski [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] prefers to apply a simple variation of this
pattern, called the Soap Hero’s Journey (as it is popular in
soap operas), which implies the following of 4 or 5 phases:
the Calling, the Challenge, the Transformation, (the Twist,
an optional stage) and the Resolution. In addition, the user’s
journey can even be condensed into 3 stages [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]: the Call,
the Initiation and the Return. Nonetheless, Gomez [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]
points out that the classic hero's journey structure is no
longer useful since most narratives in the real world today
are collective ones. In such journeys the protagonist is one
member of a collective, the challenge can be huge or
pervasive, there are multiple perspectives and shifting
viewpoints, there is strength in diversity, and mentorships
are distributed. In these collective journey narratives
everybody wins as they are able to move forward due to
their capacity for cooperation.
      </p>
      <p>
        Some storylines in gamifications are imported directly from
successful video games [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. “The difference between
stories for games and stories for movies is that games are,
by definition, interactive. They don’t have “viewers,” they
have “players,” and players play an active role.” [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In a
game, stories must be interactive [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]; they are not only to
be heard, read or seen. The player should have a sense of
agency [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], take an active role and be at the centre of the
story. Regarding interactive narratives, Marczewski [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]
talks about the concept of the narrative atom, narrative
units that can stand alone in a storyline. In non-linear
branching narratives, as found in many video games, “each
narrative atom must be able to hold its own without the
need for every other atom to support it”. Each atom should
have its own start, middle and end so the player can jump in
and out of them depending on the choices made. The key
factor in interactive narratives is to make sure that every
choice feels like it has meaning. Narrative choice
architecture, either real or fake, should be built carefully so
as to ensure that players' decisions have some effect on the
outcome [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        Sailer et al. [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] show that narratives, avatars and the fact of
working in groups and having teammates "affect
experiences of social relatedness" and give meaning to
gamification beyond the mere search for points, badges and
a better position in some classification. In this sense, Ruhi
[
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] considers that making a creative narrative context can
help participants to be more motivated when participating
in a gamified action. Narratives, moreover, can be
constructed from a range of possibilities, from the most
complete fictional universe to a contextualization in the real
world. According to Sailer et al. [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ], this "can enrich
boring, barely stimulating contexts, and, consequently,
inspire and motivate players and particularly if the story is
in line with their personal interests". Stories help
participants to be involved in the activities [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] and help
them to consider their own actions within gamified
activities as more meaningful. However, Nicholson [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] is
cautious in recommending the implementation of
fantasy/fantastical narratives since players are placed
outside the real world, but finds the employment of analogy
useful as it may provide richness that the real-world setting
does not. Gamification narratives may use metaphors as a
tool [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] since it is “a powerful hook for our imaginations
to latch on to and is an efficient way to promote the trigger
for a (new) behavior”.
      </p>
      <p>
        Ruhi [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] proposes three types of narratives, which are used
as a single layer of gamification: integrated narratives,
emerging narratives and interpreted narratives. The
different narratives are related to the different elements of
gamification. The integrated narratives are related to the
mechanics and are those proposed by the designer of the
gamified action. The emerging narratives are related to the
dynamics and actions of the players-participants: "they are
created by players during their interaction with the
gamification application in a dynamic fashion as they
perform different activities" [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. Finally, interpreted
narratives are related to aesthetics, understood as "the
desirable emotional responses evoked in the users when
they interact with the gamified system" [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. According to
Ruhi, a successful gamified experience must show
coherence between the three types of narratives, that is, the
designer's proposal is the one that the players both develop
and, at the same time, experience in a personal way as they
participate in the gamified experience.
      </p>
      <p>
        In storytelling, genre plays a determining role. According to
van der Meer [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], genre is a potent tool which creates a
scaffold for concepts, contexts and rules which can be
placed on a narrative foundation, helping to connect the
story with the player. Thus, if a recognisable genre is added
to the narrative it will deepen that connection even further.
Genre gives participants a recognisable, somewhat
universal basis, which can then be transformed into a
different world with different rules, cultures, and customs.
Reiners,Wood &amp; Dron [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ] define narrative as: “unique
paths through the story which also enliven the story and
“unfold in space” and support the process of understanding
and building cognitive structures. Narratives are either
prescripted (ready to reveal their sequences of milestones and
activities over and over again), or use exploration and
goaloriented triggers to multiply the possible narratives that
learners can indirectly choose from.” The scope of the
narrative must be suitably wide for learners to engage a
sense of curiosity and develop motivation for learning,
METHODOLOGY
This study has been carried out within a continuing
professional development course about gamification called
Gamelex at the IDP-ICE in the University of Barcelona [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]
[
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], which was devised to research gamification issues in
language education. The course was delivered in a
blendedlearning format in two phases. The first one was a
fiveweek online gamified program in which trainees received
input on gamification in a foreign language education
context. In the second phase, trainees had five months, with
the help of a course tutor, to plan, design and implement
their own gamified didactic interventions (GDIs) for their
respective groups of students. Trainees designed their GDIs
according to their educational contexts taking into account
their students’ needs. They were in-service foreign
language teachers working in the EOI language schools in
Catalonia (Spain), teaching English, French, Italian,
German and Russian, all of them with ample language
teaching experience but none in gamification.
      </p>
      <p>
        In a previous study Batlle &amp; González [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] identified two
types of narrative, one that includes stories, and another that
merely sets up imaginary scenarios to contextualise the
learning tasks. The aim of this study is to go deeper into
this concept to provide an answer to the following research
question: What features emerge from the GDIs that can be
seen to characterize these two types of gamification
narrative? The answer to this question will provide relevant
information on how language teachers are able to integrate
gamification narratives into their teaching and which
elements they use to develop them.
      </p>
      <p>Data in this study consists of 29 GDIs, their lesson plans,
teaching materials and presentations of their interventions,
collected from participants in two different editions of the
Gamelex course: 2016-17 and 2017-18. The analysis
carried out followed a descriptive-interpretative approach
that consisted of the following stages. Firstly, six areas of
analysis were identified: type of narrative, genre, plot,
avatar or roleplaying, visual aesthetics, and duration of the
GDIs. Secondly, an exhaustive revision of GDIs was
carried out in order to be able to determine which
characteristics of the narratives were present. This
qualitative analysis for each area was carried out by the
researchers independently, with results being compared
later and any disagreements being discussed jointly so as to
achieve inter-rater agreement and thus to ensure a higher
reliability of the results. Finally, both researchers analysed
the GDIs to identify patterns or trends in the narratives
combining the features of all the areas.</p>
      <p>
        RESULTS
The results of the analysis will be presented in the same
order as has been followed in the analysis of the data.
Firstly, the type of narratives will be described in two
categories: stories / scenarios; then the data related to the
other areas will be presented in the following order: the
genre the GDIs were based on, the plot they followed and
the duration of the GDIs, then the roleplaying of the
participants in the gamified tasks, and finally the degree of
visual aesthetics applied in their gamified designs.
Stories and scenarios
The value of analysing which elements form the core of
gamification narratives comes from the importance of the
narratives that contextualize new content and new teaching
objectives [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ]. This is even more relevant in the
context of teaching foreign languages, in which learning is
contextualised in such a way that language teachers try to
help students live out communicative experiences similar to
those that they could experience outside the classroom. This
implies that the stories or scenarios not only contextualize
the learning experience, but they also contextualize it
through themes that are close to the students’ reality, from
their own experiences or from the socio-cultural reality of
the countries in which the target language is spoken.
The analysed narratives of the 29 GDIs fall into three
categories (number of GDIs is indicated at the end of each
category and an example provided):
      </p>
      <p>A first category consisting of narratives that develop
stories, in which the basic narrative stages of
beginning, development and resolution are present, and
which culminate when the learning objectives are
achieved. (13 GDIs)
Example: GDI24 focused on the struggle of mafia
clans to take control of different areas of Sicily. The
goal was to get the maximum number of areas for each
of the clans, which prompted students to perform
language tasks in exchange for coins to buy more
areas, bribe the police, etc.
a)
c)
their own narrative, which is repeated, and the sum of
all of them provides them with the solution to the
challenge posed.</p>
      <p>
        Genre
"Genre is an overall categorization of a semiotic domain
where narrative can take place" [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In addition, genres
help to identify the students with the story from the moment
they can recognize it thanks to their previous experiences
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. In the narratives of the GDIs there are different genres
depending on whether they are designed around a story or a
scenario. These varied genres can be summarized as
follows (ordered from highest to lowest frequency in each
type group):
Genre in stories
Socio-cultural genres: in this group we have 13 GDIs that
are based on topics related to culture, such as art or cinema,
with popular culture represented by some GDIs dealing
with customs and traditions. The importance of
sociocultural issues lies in the fact that these are a key
component of communicative competence [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] that
students of foreign languages usually work on in the
language class in order to acquire the necessary skills to
communicate in the target language. There are five genre
types which these GDIs are based on: i) Art, customs and
traditions of the countries in which the language is spoken
(6 GDIs); ii) Novels, cinema or TV series (4 GDIs); iii)
Famous people (1 GDI); iv) Serious games (1 GDI) and v)
an initiative journey (1 GDI).
      </p>
      <p>Genre in scenarios
In this group of 16 GDIs there is also a variety of genres: 7
GDIs dealt also with socio-cultural genres based on art,
customs and traditions of countries. For example, GDI17
celebrated 100 years of Russian cinema, while in GDI25
students were trying to recover lost art. There is also 1
GDI in which a scenario is created around a famous person.
In this group, two different genres from those found in the
story group are identified: 4 GDIs explored the knowledge
of the participants regarding customs and habits and another
4 GDIs were based on scenarios related to TV quizzes.
All of the GDIs coincide in starting from well-known
products easily recognizable to the participating students.
This recognition is a feature that seems to facilitate entering
smoothly into the narrative storyline and the students’
enjoyment thereof.</p>
      <p>Plot: Contextualisation or Storyline
The 16 narratives that set up a scenario described an
imaginary context where the learning tasks took place and
no storyline is developed. They create only a situation,
sometimes simulating real life experiences. However,
within the 13 GDIs that included a story, two types of plot
were identified, according to their storyline complexity:
- a unique linear plot, in which a sequential storyline is
followed and no complications or twists are
encountered (10 GDI). Example, in GDI13 the
students had to prepare a project to redesign the
b) A second category in which scenarios are set up to
contextualize the gamified didactic experience. These
scenarios are characterized by not having introduced
clearly the basic triadic stages of a story from the point
of view of narratology. What they offer is a static
scenario in which events unfold. This type of narrative
is usually the same as the typical gamified tasks that
imitate or reproduce contests or quizzes. (14 GDIs)
Example: In GDI14 students had to participate in a
contest that followed the idea of the TV show
Masterchef. The goal was to get as many points as
possible by going through 3 tests consisting of a
simulation of “cooking” 3 different dishes.</p>
      <p>A third category in which the narratives are constructed
from a succession of scenarios. In this group there are
GDIs that have trips to different destinations as the
backbone of the narrative. In each of the destinations,
students seek some information but the tasks done in
one destination are repeated in the following
destination, so that there is no progression of a story. (2
GDIs)
Example: If we look at GDI29, the students have to
collect information about the different countries that
make up the Francophonie. The same tests are
proposed for each of the countries, so each of the
groups worked through similar tasks in a different
scenario. In each of the places, each group develops
Trans-Siberian journey, all the actions that they
carried out were geared towards that final goal.
- a complex linear plot in which a sequential storyline is
also followed, but there is more than one puzzle or
challenge to overcome in various narrative threads (3
GDI). Example: In GDI16, based on the film series
“The Hunger Games”, the students are divided into
different districts and have to interact with each other
in order to free them from the problem they have (they
lost their memory). In addition to this common and
final goal, other specific objectives in the storyline
emerge such as identifying the infiltrators or
preparing a trip to gain the favour of the smuggler.
The type of plot that does not appear in our data corpus is
that of a branching storyline, typical of a videogame.
Duration
The length of time of the GDIs is also analysed to find out
if this factor has implications for how trainees managed to
integrate the narrative. Three groups can be established:
those that were developed in a single class session (3
GDIs), those that were developed in several sessions close
together in time (12 GDIs) and those that took place over a
more prolonged period of time (14 GDIs).</p>
      <p>The GDIs with only one session are characterized by an
intensive session in which the storyline does not have time
to become complex.</p>
      <p>From the fourteen GDIs with more sessions two subgroups
emerge:
- few full sessions over time (7 GDIs). Example: GDI15
(4 sessions in 4 weeks) GDI20 (4 sessions in 2 months),
GDI22 (6 sessions in a month), GDI25 (3 sessions in 1
month), GDI26 (4 sessions in 2 months), GDII27 (3
activities in 2) months), GDI8 (5 sessions in 4 months).
GDI26 took place over 2 months, during which time
the students concentrated their tasks on written
expression, reading comprehension and audiovisual
understanding, but the actual gamification consisted of
4 sessions. In-between the teaching sessions, students
had the chance to carry out activities of a certain
degree of complexity.
- small parts of sessions repeated over time (7 GDIs)
Example: GDI3 (over the course of 3 months), GDII7
(8 weeks), GDI9 (4 months), GDI11 (4 months), GDI18
(3 months), GDI19 (3 months), GDI29 (4 months).
GDI3 took place over 3 months, during which time the
activities (video selection, audiovisual comprehension,
etc.) were being carried out during class time and also
outside the class. This extensive GDI was developed
with enough time for the students to receive feedback,
to review their own activities, to deliver them, to
receive their reward, and also to carry out other
activities.</p>
      <p>Those GDIs that covered up to 6 sessions but that did not
exceed two months were characterized by leaving some
time in each class session to do activities related to the
gamified experience.</p>
      <p>Roleplaying
Learners could take another identity in the GDIs as most
were assigned a role to play, a typical feature of some
gamifications. However, these roles cannot be considered
as avatars since they do not receive any particular
personality traits. There are two groups of roleplaying
identified in the data: in 12 GDIs the teacher assigned one
role to learners and in 17 more than one role was assigned.
From the first group some differences can be established:
there are 6 GDIs that consider the group of students as
simply being themselves, not taking on a special role
beyond the role of being a player. Example: In GDI10, the
students participate in a game that imitates the competition
of the film Oscars in which they have to demonstrate their
knowledge about cinema.</p>
      <p>
        In the second group there are another 6 GDIs which
assigned a role linked to the narrative. It should be noted
how these role plays have been integrated into the narrative
through learners having to assume the peculiarities of the
assigned roles and to act in accordance with the underlying
story. Examples: Students played the role of travellers in
two GDIs and in the other GDIs the role of experts,
walkers, cooks, and volunteers to work on the farm.
Regarding the second group, in which the teacher assigned
different roles to the learners, two more groups are
identified, the GDIs with 2 roles and those with 3 or more.
The 3 GDIs with two roles are characterized by one of them
being the leader of the group (such as in GDI3, the captain)
and the rest of the group assuming the same role
(guardians).
13 GDIs that include 3 or more roles are characterized by
each of the participants having to assume the features of
their roles in the context of a group. From the didactic
perspective, this is a beneficial feature because students
must clearly form collaborative groups of as many
participants as there are roles in the group [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ]. Some
examples: In GDI2 there were 4 roles: "Commissaire de
Police", "Officier de Police", "Ingénieur de la Police
Technique et Scientifique" and "Technique de la Police
Technique et Scientifique"; or in GDI25, each student in
groups of three was an expert in a different art.
      </p>
      <p>There are also 2 GDIs that are halfway between the types
described above. In those cases, teachers divided the class
into groups and assigned a generic role. For instance: In
GDI24 the class was divided into 3 groups and each of the
groups belonged to a different mafia clan, and in GDI16
students in groups were inhabitants of different German
Federal States.</p>
      <p>Finally, there is one unique case in GDI19 as there were 5
roles assigned in a diverse way. In groups of three, students
were assigned the following roles: mission coordinator,
communications &amp; IT expert and linguistic expert. The
same roles were assigned for each group. However, there
was also a murderer and a secret link in the class group.
To sum up, roleplaying is a key feature in the gamification
narratives in our data and is closely related to the concepts
of cooperation and competitiveness. There are those GDIs
that included roles either individually or in groups in order
to compete with each other, or those in which teachers
assigned individual roles in groups who had to cooperate so
as to achieve their gamified learning objectives.</p>
      <p>Visual aesthetics and design
The aesthetics of the design is also a relevant feature to help
enhance the narrative and it was therefore evaluated
qualitatively to see the degree to which it was incorporated
in the different GDIs. The elements to be considered in
shaping this visual aesthetic construct include: drawings,
designs, visual details related to the themes incorporated in
some gamifications into points, badges or leaderboards
(PBL), the logos in the teaching/learning material, posters,
infographics or even in some cases, t-shirts the participants
have created to identify their groups; even, on a few
occasions, some scenography and decorations which were
used to set the atmosphere of the gamification theme.
These elements were incorporated unevenly in each of the
GDIs so their value as a cohesive element of the
gamifications is also unequal. In that respect, a simple
Likert scale of three points was defined: 1, a minimal
presence of visual aesthetic elements; 2, little presence but
limited to the PBL and some elements of the teacher's
presentation material; and 3, high presence in many
gamification elements.</p>
      <p>In the data there were 13 teachers who, even having
incorporated some elements, did not take advantage of the
design elements to reinforce the narratives, 10 teachers who
tried to take advantage of these elements to a greater extent,
and finally 6 who made the most of the aesthetic elements
to enhance and give greater coherence to their narratives.
From the latter group, GTI27 stands out because all the
elements used were aesthetically marked by the design,
enhancing the narrative: the letter found that set up the
story, the bloodstains on the wall, the use of only three
colours in the whole GDI (white, black and red) and the
original typography of the murder case based on the movie
poster, an email account created for the occasion through
which the teacher communicated with the detectives
(students), etc.</p>
      <p>
        Before discussing the main issues of the results, we would
like to point out that the analysis of the PBL elements in
relation to the narrative was carried out but no relevant
differences stood out as all the GDIs in some way or
another integrated these components into their narratives.
However, in six occasions they were highly pertinent in
their aesthetic design and the teacher took this aesthetic
feature into account in a serious way. Example: In GDI16,
the leaderboard took the form of the map of Germany by
graphically differentiating the different states that
participate in the game. On this map the students had to
move on earning points (currency created for the game)
and badges (especially designed) won by each of the teams.
DISCUSSION
As far as the narratives in our data are concerned, not all the
GDIs clearly presented the three basic classic narrative
stages: beginning, development and conclusion [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ], but
most presented scenarios that contextualized the GDIs and
did not develop a story. Similarly, the idea of the hero as
the main protagonist [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] was surpassed [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] and a
collective character in many of our cases was the main
protagonist [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This is not a surprising result as
collaboration in performing language tasks is quite common
in language learning and teaching. Moreover, all the GDIs
of the corpus are in the group of integrated narratives [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ],
incorporating mechanics such as competition, feedback or
turns. In addition, we can also affirm that all can be
characterized as emerging gamifications, although in
different degrees. This is so because although they all
contain a narrative, depending on the type of narrative we
can see differences in terms of progression.
      </p>
      <p>
        Narratives based on a story have a clear progression in the
storyline, to reach a clearly stated objective; on the other
hand, in those based on scenarios an imaginary context is
set up without a narrative moving forward. However, in
some cases there was a combination of scenarios designed
to give the sense of progression. This idea reminds us of the
concept of the narrative atom [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] where each atom has
identity of its own and can be connected to form a storyline.
Nonetheless, both types of narrative, stories and scenarios,
attempt to reproduce known worlds or establish analogies
with the real world which usually enrich the gamified
experience [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. If we then focus on the interpreted
narratives, the same thing happened as the role of the player
allowed students to adopt an active role towards the
narrative and to create their own experiences [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] usually
participating in a sort of interactive story [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ]. The intention
was for students in all the GDIs to have a sense of agency
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>
        The predominant genre of the narrative was a sociocultural
one, as an understanding of this realm forms an integral part
in developing the communicative competence [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] that
provides students with a more nuanced approach to the
target language. In most GDIs the underlying genre was
related to the language world in that it showed the target
culture, traditions, customs, and even everyday situations.
Fewer GDIs, in comparison, based their narratives on
genres such as adventure, thrillers, etc.
      </p>
      <p>In terms of the duration of the GDIs, we can only speak of
trends according to our data: the implementation of
gamifications in an intensive way seems to correspond to
the sequence of a story with a complex linear plot (GDI16
and GDI24). The group with a longer period of time led to
less complex storylines, as counter-intuitive as this may
initially seem. Looking at GDI16 and GDI24, these were
intensive experiences, carrying out their tasks in one month.
In our data there are only three GDIs (GDI9, GDI16,
GDI24) that are characterised, predominantly, by having a
narrative based on a story, with a complex plot that favours
the progression of said story, with roles that in most cases
have to form teams that encourage cooperative work. And
there are also three other GDIs with a story with a simple
plot (GDI13, GDI27 and GDI29), which contain different
gamification features that enhance the narratives (visual
aesthetics, roles, plot).</p>
      <p>CONCLUSION
This paper has described a study dealing with the narratives
of 29 GDIs devised by foreign language teachers and has
identified different features that enhance those narratives.
The predominant narrative in our data is based on the
setting up of scenarios, followed by those narratives that
develop a story with a simple linear plot. In these
narratives, teachers assigned students roles that allowed
them to participate actively in the gamified tasks in a
roleplaying mode. Most of the aesthetics and appeal
elements in the gamified designs have been integrated
through the PBL, and a few also in the rest of the working
material (handouts, posters, etc.). The scenarios focused
mainly on sociocultural aspects, followed by those centred
on the traditions and habits of the students. Both types were
fully consistent with the context of foreign language
education in which students commonly have to acquire
communicative competence that includes the sociocultural
aspects of the language they are learning.</p>
      <p>The duration of our GDIs marks a trend that shows that the
lengthier GDIs seem to have been able to develop a more
complex narrative compared to those that were carried out
over several months but with few sessions. This is probably
reasonable as it is difficult to maintain the narrative tension
of a story over a long period of time.</p>
      <p>To conclude, although most teachers opted for scenarios
instead of stories, narratives with a story as the backbone of
the teaching sequence provided more opportunities for
teachers to integrate gamification elements into their
teaching tasks in a coherent way.</p>
      <p>ACKNOWLEDGMENTS
J-T Pujolà and M.V. González gratefully acknowledge the
grant from the Spanish Government to GAMELEX, “La
gamificación en la enseñanza de lenguas extranjeras en
adultos: un studio basado en diseño” (EDU 201567680-R).
Ministry of Economy and Competitiveness: Proyectos I+D
del Programa Estatal de Fomento de la Investigación
Científica y Técnica de Excelencia, 2016-2018.</p>
      <p>We also would like to thank to the members of the research
group realTIC for fruitful conversations on the topic and
collaboration in the design of the teacher training
programme in which data collection took place. Webpage:
http://www.ub.edu/realtic/es/</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          1. Jaume Batlle y Vicenta González.
          <year>2017</year>
          .
          <article-title>Análisis de secuencias didácticas gamificadas para la enseñanza de lenguas extranjeras: La importancia de la narrativa en la gamificación</article-title>
          . Actas
          <string-name>
            <surname>del V Congreso Internacional de Videojuegos y Educación</surname>
            <given-names>CIVE</given-names>
          </string-name>
          '
          <volume>17</volume>
          https://riull.ull.es/xmlui/bitstream/handle/915/6640/CI VE17_
          <article-title>paper_4.pdf?sequence=1</article-title>
          &amp;isAllowed=y
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          2.
          <string-name>
            <given-names>Joseph</given-names>
            <surname>Campbell</surname>
          </string-name>
          .
          <year>1949</year>
          .
          <article-title>El héroe de las mil caras</article-title>
          .
          <source>Psicoanálisis del mito</source>
          . Fondo de cultura económica, México
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          3.
          <string-name>
            <given-names>Aaron</given-names>
            <surname>Chia Yuan Hung</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>A Crtique and Defense of Gamification</article-title>
          ,
          <source>Journal of Interactive Online Learning</source>
          , vol.
          <volume>15</volume>
          , 1. http://www.ncolr.org/jiol/issues/pdf/15.1.4.pdf
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          4.
          <string-name>
            <given-names>David</given-names>
            <surname>Crookall</surname>
          </string-name>
          , &amp;
          <string-name>
            <surname>Rebbeca L. Oxford</surname>
          </string-name>
          .
          <year>1990</year>
          . Simulation, Gaming,
          <string-name>
            <given-names>and Language</given-names>
            <surname>Learning</surname>
          </string-name>
          . New York: Newbury House
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          5.
          <string-name>
            <given-names>Olga</given-names>
            <surname>Cruz</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>Relatos digitales en la clase de ELE: una propuesta para el aprendizaje significativo en un entorno multimodal</article-title>
          .
          <source>In Experiencias con el relato digital</source>
          , C. Gregori Signes and
          <string-name>
            <given-names>M.</given-names>
            <surname>Alcantud-Díaz</surname>
          </string-name>
          .
          <source>Universitat JMP Ediciones</source>
          , Valencia, Spain,
          <year>2013</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          6.
          <string-name>
            <given-names>Richard</given-names>
            <surname>Donato</surname>
          </string-name>
          ,&amp;
          <string-name>
            <surname>Bonnie</surname>
          </string-name>
          Adair-Hauck,.
          <year>2016</year>
          .
          <article-title>PACE: A Story-Based Approach for Dialogic Inquiry about Form and Meaning. In Teacher's handbook: Contextualized foreign language instruction (5th ed</article-title>
          .),
          <string-name>
            <given-names>J.</given-names>
            <surname>Shrum</surname>
          </string-name>
          &amp; E.
          <string-name>
            <surname>Glisan</surname>
          </string-name>
          <article-title>(authors) Cengage Learning</article-title>
          : Boston, MA,
          <fpage>206</fpage>
          -
          <lpage>230</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          7.
          <string-name>
            <given-names>Jon</given-names>
            <surname>Fusco</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>The 6 Emotional Arcs of Storytelling, Why You Should Use Them</article-title>
          , and Which One is Best https://nofilmschool.com/
          <year>2016</year>
          /11/emotional-arcs-6
          <article-title>- storytelling-kurt-vonnegut</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          8.
          <string-name>
            <given-names>Ole</given-names>
            <surname>Goethe</surname>
          </string-name>
          .
          <year>2019</year>
          . Gamification Mindset, Ed. Springer International Publishing
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          9.
          <string-name>
            <given-names>Jeff</given-names>
            <surname>Gomez</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>The Hero's Journey is no longer serving us</article-title>
          ,
          <source>Gamification Europe</source>
          ,
          <year>2017</year>
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          10.
          <string-name>
            <surname>Jaroslaw</surname>
            <given-names>Grobelny</given-names>
          </string-name>
          , Joanna Smierzchalska,
          <string-name>
            <given-names>Krzysztof</given-names>
            <surname>Czapkowski</surname>
          </string-name>
          .
          <year>2018</year>
          .
          <article-title>Narrative Gamification as a Method of Increasing Sales Performance: A Field Experimental Study</article-title>
          .
          <source>International Journal of Academic Research in Business and Social Sciences</source>
          ,
          <volume>8</volume>
          (
          <issue>3</issue>
          ),
          <fpage>430</fpage>
          -
          <lpage>447</lpage>
          . DOI:
          <volume>10</volume>
          .6007/IJARBSS/v8-i3/
          <fpage>3940</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          11.
          <string-name>
            <surname>Tobias</surname>
            <given-names>Heussner</given-names>
          </string-name>
          , Toiya Finley, Jennifer Brandes Hepler, Ann Lema.
          <year>2015</year>
          .
          <article-title>The Game Narrative Toolbox (Focal Press Game Design Workshops)</article-title>
          ,
          <source>Routledge.</source>
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          12.
          <string-name>
            <surname>Dell</surname>
            <given-names>H.</given-names>
          </string-name>
          <string-name>
            <surname>Hymes</surname>
          </string-name>
          .
          <year>1972</year>
          .
          <article-title>On Communicative Competence</article-title>
          . In Sociolinguistics: selected readings,
          <source>J.B Pride and J</source>
          .
          <string-name>
            <surname>Holmes</surname>
          </string-name>
          , Penguin: Harmondsworth, UK,
          <fpage>269</fpage>
          -
          <lpage>293</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          13.
          <string-name>
            <given-names>Melinda</given-names>
            <surname>Jacobs</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>Game mechanics SUCK without narrative</article-title>
          ,
          <source>Gamification Europe</source>
          ,
          <year>2017</year>
          . https://gamification-europe.com/melinda-jacobsconference/
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          14.
          <string-name>
            <given-names>Melinda</given-names>
            <surname>Jacobs</surname>
          </string-name>
          .
          <year>2018</year>
          . UX &amp;
          <string-name>
            <surname>Gamification: The Big</surname>
            <given-names>Picture</given-names>
          </string-name>
          ,
          <source>Gamification Europe</source>
          <year>2018</year>
          , https://www.slideshare.net/gamificationeurope/uxgamification
          <article-title>-the-big-picture-melinda-jacobs</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          15.
          <string-name>
            <surname>Karl</surname>
            <given-names>M.</given-names>
          </string-name>
          <string-name>
            <surname>Kapp</surname>
          </string-name>
          .
          <year>2013</year>
          .
          <article-title>The Gamification of Learning and Instruction Fieldbook: Ideas into Practice</article-title>
          , John Wiley, San Francisco
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          16.
          <string-name>
            <given-names>Alice</given-names>
            <surname>Keeler</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>Gamification: Engaging Students with Narrative</article-title>
          . https://www.edutopia.org/blog/gamification
          <article-title>-engagingstudents-with-narrative-alice-keeler</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          17.
          <string-name>
            <surname>Glenn</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          <string-name>
            <surname>Levine</surname>
          </string-name>
          .
          <year>2004</year>
          .
          <article-title>Global Simulation: A StudentCentered, Task-Based Format for Intermediate Foreign Language Courses</article-title>
          .
          <source>Foreign Language Annals</source>
          ,
          <volume>37</volume>
          (
          <issue>1</issue>
          ),
          <fpage>26</fpage>
          -
          <lpage>36</lpage>
          . DOI:
          <volume>10</volume>
          .1111/j.1944-
          <fpage>9720</fpage>
          .
          <year>2004</year>
          .tb02170.x
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          18.
          <string-name>
            <surname>Claudio</surname>
            <given-names>R.</given-names>
          </string-name>
          <string-name>
            <surname>Lucarevschi</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>The role of storytelling on language learning: A literature review</article-title>
          .
          <source>Working Papers of the Linguistics Circle of the University of Victoria</source>
          <volume>26</volume>
          (
          <issue>1</issue>
          ),
          <fpage>23</fpage>
          -44 https://journals.uvic.ca/index.php/WPLC/article/view/1 5309/
          <lpage>6820</lpage>
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          19.
          <string-name>
            <given-names>Andrzej</given-names>
            <surname>Marczewski</surname>
          </string-name>
          .
          <year>2016</year>
          .
          <article-title>Narrative Choice Architecture</article-title>
          and Gamification https://www.gamified.uk/
          <year>2016</year>
          /07/04/choicearchitecture-gamification/
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          20.
          <string-name>
            <given-names>Andrzej</given-names>
            <surname>Marczewski</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>Narrative Atoms and The Soap Hero's Journey https</article-title>
          ://www.gamified.uk/
          <year>2017</year>
          /05/30/narrative
          <article-title>-atomsand-the-soap-heros-journey/</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          21.
          <string-name>
            <surname>Ernesto Martín</surname>
          </string-name>
          <article-title>Peris (coord</article-title>
          .).
          <year>2003</year>
          . Diccionario de Términos Clave de ELE, Centro Virtual Cervantes, http://cvc.cervantes.es/obref/diccio_ele/
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          22.
          <string-name>
            <surname>Albert</surname>
            <given-names>van der Meer.</given-names>
          </string-name>
          <year>2017</year>
          .
          <article-title>Storytelling: The strength of metaphors when gamifying</article-title>
          . https://aestranger.com/metaphors-gamifying/
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          23.
          <string-name>
            <surname>Albert</surname>
            <given-names>van der Meer.</given-names>
          </string-name>
          <year>2018</year>
          .
          <article-title>Game Tools: The power of purpose and narrative to engage your players https://aestranger.com/game-tools-purpose-narrative/</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          24.
          <string-name>
            <surname>Albert</surname>
            <given-names>van der Meer.</given-names>
          </string-name>
          <year>2019</year>
          .
          <article-title>Connecting players and narratives with a genre. http://aestranger.com/connecting-players-andnarrative-with-a-genre/</article-title>
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          25.
          <string-name>
            <given-names>Scott</given-names>
            <surname>Nicholson</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>A RECIPE for meaningful gamification</article-title>
          . In Gamification in education and business, T. Reiners and
          <string-name>
            <given-names>L. A.</given-names>
            <surname>Wood</surname>
          </string-name>
          (Eds.), Springer, New York, NY,
          <fpage>1</fpage>
          -
          <lpage>20</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          26.
          <string-name>
            <given-names>Hayo</given-names>
            <surname>Reinders</surname>
          </string-name>
          .
          <year>2011</year>
          .
          <article-title>Digital Storytelling in the Foreign Language Classroom</article-title>
          ,
          <source>ELTWO Journal</source>
          ,
          <volume>3</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          27.
          <string-name>
            <surname>Joan-Tomàs</surname>
            <given-names>Pujolà</given-names>
          </string-name>
          , Andrea Berríos,
          <string-name>
            <given-names>Christine</given-names>
            <surname>Appel</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>Applying DMC in a gamified teacher course on gamification</article-title>
          . V Congreso Internacional de Videojuegos y
          <source>Educación CIVE 17 Retrieved June</source>
          <volume>21</volume>
          ,
          <year>2019</year>
          from https://riull.ull.es/xmlui/handle/915/4769
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          28.
          <string-name>
            <given-names>Jonathon</given-names>
            <surname>Reinhardt</surname>
          </string-name>
          .
          <year>2019</year>
          .
          <article-title>Gameful Second and Foreign Language Teaching and Learning Theory</article-title>
          , Research, and Practice, London, Palgrave Macmillan
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          29.
          <string-name>
            <surname>Torsten</surname>
            <given-names>Reiners</given-names>
          </string-name>
          , Lincoln C. Wood,
          <string-name>
            <given-names>Jon</given-names>
            <surname>Dron</surname>
          </string-name>
          .
          <year>2014</year>
          .
          <article-title>From Chaos Towards Sense: A Learner-Centric Narrative Virtual Learning Space</article-title>
          . In:
          <article-title>Gamification for Human Factors Integration: Social, Education,</article-title>
          and Psychological Issues, Bishop,
          <string-name>
            <surname>J</surname>
          </string-name>
          . (Ed.)
          <article-title>IGI Global Hershey</article-title>
          , PA,
          <fpage>242</fpage>
          -
          <lpage>258</lpage>
          .
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          30. Scott Rigby, Richard M.
          <year>Ryan</year>
          .
          <year>2011</year>
          .
          <article-title>Glued to Games: How video Games Draw Us Spellbound</article-title>
          , Oxford, PRAEGER
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          31.
          <string-name>
            <given-names>Umar</given-names>
            <surname>Ruhi</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>Level Up Your Strategy: Towards a Descriptive Framework for Meaningful Enterprise Gamification</article-title>
          ,
          <source>Technology Innovation Management Review</source>
          ,
          <volume>5</volume>
          (
          <issue>8</issue>
          ):
          <fpage>5</fpage>
          -
          <lpage>16</lpage>
          . DOI: http://doi.org/10.22215/timreview/918
        </mixed-citation>
      </ref>
      <ref id="ref32">
        <mixed-citation>
          32.
          <string-name>
            <surname>Michael</surname>
            <given-names>Sailer</given-names>
          </string-name>
          , Jan U. Hense,
          <string-name>
            <surname>Sarah K. Mayr</surname>
            ,
            <given-names>Heinz</given-names>
          </string-name>
          <string-name>
            <surname>Mandl</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction</article-title>
          ,
          <source>Computers in Human Behavior</source>
          ,
          <volume>19</volume>
          :
          <fpage>371</fpage>
          -
          <lpage>380</lpage>
          . DOI: https://doi.org/10.1016/j.chb.
          <year>2016</year>
          .
          <volume>12</volume>
          .033
        </mixed-citation>
      </ref>
      <ref id="ref33">
        <mixed-citation>
          33.
          <string-name>
            <given-names>Chris</given-names>
            <surname>Solarski</surname>
          </string-name>
          .
          <year>2017</year>
          .
          <article-title>Interactive Stories and Video Game Art: A Storytelling Framework for Game Design</article-title>
          , London. Taylor &amp; Francis group
        </mixed-citation>
      </ref>
      <ref id="ref34">
        <mixed-citation>
          34.
          <string-name>
            <given-names>Julie</given-names>
            <surname>Sykes</surname>
          </string-name>
          and
          <string-name>
            <given-names>Jonathon</given-names>
            <surname>Reinhardt</surname>
          </string-name>
          .
          <year>2013</year>
          . Language at Play.
          <article-title>Digital Games in Second and Foreign Language Teaching and Learning</article-title>
          . Boston (MA): Pearson.
        </mixed-citation>
      </ref>
      <ref id="ref35">
        <mixed-citation>
          35.
          <string-name>
            <given-names>Tzvetan</given-names>
            <surname>Todorov</surname>
          </string-name>
          .
          <year>1969</year>
          .
          <article-title>Grammaire du Decameron, The Hague</article-title>
          , Mouton.
        </mixed-citation>
      </ref>
      <ref id="ref36">
        <mixed-citation>
          36.
          <string-name>
            <surname>Kevin</surname>
            <given-names>Werbach</given-names>
          </string-name>
          ,
          <string-name>
            <given-names>Dan</given-names>
            <surname>Hunter</surname>
          </string-name>
          .
          <year>2012</year>
          .
          <article-title>For the Win: How Game Thinking Can Revolutionize Your Business</article-title>
          . Philadelphia: Wharton Digital Press.
        </mixed-citation>
      </ref>
      <ref id="ref37">
        <mixed-citation>
          37.
          <string-name>
            <surname>Lincoln</surname>
            <given-names>C.</given-names>
          </string-name>
          <string-name>
            <surname>Wood</surname>
            and
            <given-names>Torsten</given-names>
          </string-name>
          <string-name>
            <surname>Reiners</surname>
          </string-name>
          .
          <year>2015</year>
          .
          <article-title>Gamification</article-title>
          .
          <source>In Encyclopedia of Information Science and Technology (3rd ed)</source>
          , M. Khosrow-Pour (Ed.), Information Science Reference, Hershey, PA:
          <fpage>3039</fpage>
          -
          <lpage>3047</lpage>
          . DOI:
          <volume>10</volume>
          .4018/978-1-
          <fpage>4666</fpage>
          -5888-2.
          <fpage>ch297</fpage>
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>