=Paper= {{Paper |id=Vol-3147/paper8 |storemode=property |title=Reflection on the Octalysis framework as a design and evaluation tool |pdfUrl=https://ceur-ws.org/Vol-3147/paper8.pdf |volume=Vol-3147 |authors=Philip Weber,Laura Grönewald,Thomas Ludwig |dblpUrl=https://dblp.org/rec/conf/gamifin/WeberG022 }} ==Reflection on the Octalysis framework as a design and evaluation tool== https://ceur-ws.org/Vol-3147/paper8.pdf
Reflection on the Octalysis framework as a design and
evaluation tool
Philip Weber 1, Laura Grönewald 1 and Thomas Ludwig1
1
    Cyber-Physical Systems, University of Siegen, Germany

                 Abstract
                 The Octalysis framework is a gamification framework used for the design and evaluation of
                 “human-focused” systems. Although several practitioners have applied it within their daily
                 work, only a few academic articles have reflected on its applicability. With this study, we
                 present how and where the framework is currently applied based on a large-scale literature
                 study and reflect on the potentials and obstacles of using it within a Human Computer
                 Interaction (HCI) master’s class. Our empirical findings show that the use of the Octalysis
                 framework is often simplified and can also be overwhelming. The results further reveal that the
                 framework itself can be helpful in the creation and evaluation of concepts, especially when
                 extensive user research is not possible (e.g., due to time constraints). We contribute to the field
                 of gamification by critically reflecting on the use of the Octalysis framework.

                 Keywords
                 Octalysis framework, gamification frameworks, human computer interaction



1. Introduction                                                                                   see that this particular discourse currently plays a
                                                                                                  rather underrepresented role in gamification
                                                                                                  research, we would like to pave the way for
    Even if there is no agreed definition of the term
                                                                                                  fostering this discussion. We therefore examine
gamification, the most popular agreed definition
                                                                                                  the Octalysis Framework as it gains a lot of
is ”the use of game design elements in non-game
                                                                                                  attention among practitioners [28]. We ourselves
contexts” [7]. A great part of the academic work
                                                                                                  have already used the framework a few times in
is aimed at making the effects of this “use”
                                                                                                  projects and thus gained hands-on experience
measurable (e.g.: through increased user
                                                                                                  with it.
satisfaction, retention rates, productivity,
                                                                                                      Although the Octalysis framework is attracting
engagement) and thus informing the selection of
                                                                                                  attention and adoption among practitioners
adequate design elements. It is common for
                                                                                                  [27,40], we are not aware of any academic study
practitioners to use popular gamification
                                                                                                  that has reflected on its usage and on its real-world
frameworks such as the “Octalysis Framework”
                                                                                                  applicability as well as impact on the design of
[4] or the “Playful Experience Framework”
                                                                                                  gamified systems. We consider this an important
(PLEX) [22] to decide which design elements are
                                                                                                  research gap that we would like to address with
suitable for which kind of use case [28].
                                                                                                  this paper.
    With this paper we would like to focus more
on the design process of gamification using such
frameworks and investigate how one of these                                                       2. Octalysis framework
frameworks translates into the “real world” as
well as which impact such a gamification                                                             The Octalysis framework is a gamification
framework has on the design practices. Since we                                                   framework developed by Yu-kai Chou [4]. The

6th International GamiFIN Conference 2022 (GamiFIN 2022),
April 26-29 2022, Finland
EMAIL: philip.weber@uni-siegen.de (A. 1);
laura.groenewald@uni-siegen.de (A. 2); thomas.ludwig@uni-
siegen.de (A. 3)
ORCID: 0000-0003-4020-6321 (A. 3)
             ©️ 2022 Copyright for this paper by its authors. Use permitted under Creative
             Commons License Attribution 4.0 International (CC BY 4.0).

             CEUR Workshop Proceedings (CEUR-WS.org)




                                                                                             75
framework is used to design gamified systems and            which are labeled as Octalysis Level 2. In
evaluate applications in terms of their                     addition, if different needs of diverse target
motivational drivers, referred to as core drives            groups are considered, Octalysis Level 3 can also
(CD) in the framework [4]. The framework                    be used, in which the four phases are linked to an
consists of eight core drives: (1) Epic Meaning             individual user group [4].
and      Calling,     (2)      Development       and
Accomplishment, (3) Empowerment of Creativity               3. Methodology
and Feedback, (4) Ownership and Possession, (5)
Social Influence and Relatedness, (6) Scarcity and
                                                                To investigate the Octalysis framework from a
Impatience, (7) Unpredictability and Curiosity,
                                                            scientific point of view, we have chosen a two-
and (8) Loss and Avoidance.
                                                            step methodology. First, we present a large-scale
    Chou identified and collected more than 100
                                                            literature review on the applicability of the
game design elements that he mapped to one or
                                                            Octalysis framework within different domains.
more core drives to increase the motivational
                                                            Here, we will outline why the framework was
affordances of specific core drives. As an
                                                            used (reasons for using the model) and summarize
example, the use of “Easter Eggs/Sudden
Rewards” addresses and increases the core drive             the scattered articles on its usage. To better reflect
                                                            on the use of the framework, we then introduced
of “Unpredictability and Curiosity” (CD7). The
                                                            the Octalysis framework to a Human Computer
strength of the motivation based on the individual
                                                            Interaction (HCI) master’s course at our home
core is measured by the Octalysis Score ranging
                                                            university. The ten students of this course
from 0 to 10, where 0 indicates that the core drive
                                                            evaluated existing apps based on the Octalysis
is not addressed within a system and 10 means
                                                            framework and afterwards designed and justified
that there is no potential for further improving the
                                                            their own gamified app experience. Afterwards,
core drive. This results in differently shaped
                                                            students shared their experiences with the
octagons as the height of the Octalysis Scores can
                                                            framework in a focus group before handing in
be illustrated for each core drive (Figure 1). There
                                                            written reports, where we asked them to reflect on
are many other nuances that go beyond the scope
                                                            the role of the Octalysis framework during their
of this paper (e.g., a distinction between
                                                            design processes. Based on the students’
extrinsic/intrinsic    motivation       within   the
                                                            experiences and our assessment of their created
individual core drives, black and white hat
                                                            designs, we discuss the benefits and drawbacks of
gamification, implicit and explicit gamification,
                                                            using the Octalysis framework.
and a very briefly covered ninth “hidden” core
drive called “sensation”).
                                                            3.1. Literature review

                                                                To obtain a complete picture of the current use
                                                            of the Octalysis framework, we conducted a large-
                                                            scale literature review (Figure 2). For this
                                                            purpose, we examined in total 344 results found
                                                            in Google Scholar using the search term
                                                            “Octalysis framework” on October 1, 2020. After
                                                            excluding results that did not met minimum
                                                            academic standards (e.g., presentation slides), 280
                                                            results remained. We further excluded results that
                                                            we either could not understand due to language
                                                            barriers or that only mentioned the Octalysis
                                                            framework in passing (e.g., a mere explanation of
Figure 1: Visualization of the gamification                 the framework), resulting in 101 papers. As a final
                                                            restriction to increase scientific rigor, we
elements for the LinkedIn platform along the
                                                            excluded undergraduate theses, narrowing down
core drives [4].
                                                            our analysis to 67 academic publications (and an
                                                            additional four doctoral theses). We repeated the
   The examination of the eight core drives can             same steps again on November 10, 2021 for
be broken down into four phases of a user journey           recently published papers, increasing the total
(Discovery, Onboarding, Scaffolding, Endgame)



                                                       76
number of papers by 22 to 366 and the relevant                 The course consisted of several introductory
papers by seven to a total of 78 publications.             sessions to explain the Octalysis framework,
                                                           particularly the different core drives, levels 2 and
                                                           3 of the framework, and most of the major game
                                                           techniques [4]. The students were then given the
                                                           task of using the framework as a tool of analysis
                                                           to examine various food-related apps and identify
                                                           existing design patterns and potential design
                                                           spaces. The results of the analyses were discussed
                                                           by the entire group and were then made accessible
                                                           to all course participants.
Figure 2: Paper selection process of the literature            Based on these discussions, all students had to
review                                                     develop their own idea, flesh out a concept with a
                                                           UX story [33], create a video prototype [23], and
    The 78 papers were evaluated and analyzed by           justify the key design decisions using the
the group of authors who collectively coded the            Octalysis framework [4]. Subsequently, the
first papers, thereby inductively establishing a           students presented the results and submitted a
coding system by mutual agreement. This was                project report, which documented the project
followed by individual coding of the remaining             work, outlined further developments of an idea,
papers and the subsequent reconciliation of the            and, in particular, reflected on the use of the
results.                                                   Octalysis framework. In the last meeting, the
                                                           students discussed their experiences and opinions
3.2. Classroom study                                       about the framework in a focus group moderated
                                                           by us.
    To test the applicability, learnability, and               This exercise was audio-recorded, and key
possible difficulties involved in the use of the           passages were partially transcribed. The verbatim
Octalysis framework, we introduced the                     quotes used in this paper are attributed to the
framework to a group of 10 master’s students               students (P01 to P10) and are taken from the
(seven males, three females) as part of an HCI             project reports as well as from these
master’s course in summer 2020. The course, held           documentations. The resulting material was
entirely in English, was an elective in the                iteratively coded and verified in several meetings
respective HCI curriculum. Two of the authors              among the authors.
prepared, taught, and supervised the course,
which was held from mid-April of 2020 to the end           4. Results of the literature study
of September 2020. Due to the ongoing Covid 19-
pandemic, the course was held remotely.                        To understand in detail how the Octalysis
    Participating students had varying previous            framework was previously utilized, we identified
experiences due to their different academic                in the literature the different application domains
backgrounds. Most of the students came from the            in which the Octalysis framework was used
fields of psychology, interaction design, and              (Table 1). The framework is predominantly used
computer science. While some of the students had           in the context of gamified educational
a basic knowledge of gamification as well as               experiences. Examples are Rohr and Fischer [35],
motivation and design models, none knew or had             who used the framework to generate qualitative-
used the Octalysis framework previously. Most of           empirical user requirements from students to
them were aware of the difference between                  better understand the target group and derive
intrinsic and extrinsic motivation and had a               appropriate requirements for a gamified e-
general knowledge of the self-determination                learning platform and Mårell-Olsson [25], who
theory of Ryan and Deci [36]. Thus, the students           introduced the framework to university students,
could be described as “young professionals” who            enabling them to act as cocreators to design
had already been exposed to related motivational           gamified teaching activities for middle-school
and HCI topics due to their interest and expertise         students.
but who were not yet familiar with the Octalysis
framework.




                                                      77
Table 1                                                       Other specific topic areas were also identified,
Publications by application domain                        including social media [42], conversational agents
  Application domain             No. of                   [8], and promotion of pro-environmental behavior
                                 publications             (e.g., [32]), where only one to three publications
                                                          existed that were grouped under the label of “other
  Education                      35                       domains”.
  No specific domain             8
  Healthcare                     7
  Marketing                      6                        4.1. Reasons for using the Octalysis
  Organizational management 5                                  framework
  Other domains                  17
                                                             We analyzed how the Octalysis framework
   Some of the papers we analyzed did not focus           was approached and deployed within the
on a specific domain but rather investigated the          reviewed studies. We discovered four primary
Octalysis framework and gamification from a               practices (Table 2). Since the practices are not
rather holistic perspective. Tondello et al. [38]         mutually exclusive, we marked in a few cases
used the framework as a starting point for the            papers with more than one practice. In most cases,
development of their gameful design heuristics            we identified a paper as addressing only one of the
and compared the Octalysis framework with other           practices.
well-known frameworks and methods, such as the
“Hexad” framework by Marczewski [24], the                 Table 2
“Kaleidoscope of effective gamification" by               Identified practices with the Octalysis framework
Kappen and Nacke [19], the motivational design              Reasons                          No. of
lenses by Deterding [6], the six different                                                   publications
motivational dimensions         for    meaningful           Create / Ideate / Justify new 31
gamification by Nicholson [29], or the “Super
                                                            systems
Better” design method by McGonigal [27].
                                                            Compare / Craft / Reflect on 22
Morschheuser et al. [28] interviewed 25
                                                            theory
gamification experts, in which four experts stated
that they made use of the Octalysis framework and           Evaluate / Analyze existing      19
considered this and other gamification                      systems
frameworks to be important in their ideation                Understanding users              10
phase.
   Seven papers were related to the domain of                The most common practice is using the
healthcare, where the Octalysis framework was             Octalysis framework for designing new ideas,
used, for example, to increase the motivation of          systems, and applications and justifying the
patients with physical disabilities to perform            selection of game elements by assigning them to
exercises [9,10]. Six studies were in the area of         core drives. The ideation process usually takes
marketing, e-commerce, and customer loyalty, an           place within the author’s working group (e.g.,
example of which is the use of the Octalysis              [5,9,15]); there was only one exception to the
framework by Fathian et al. [13] to develop a             understanding that the design process is explicitly
model that maps the relationship between game             a codesign process [25].
mechanics and elements of customer loyalty.                  Another common practice is to use the
   Additionally, some papers address topics of            Octalysis framework to align it with other models,
organizational management. For instance,                  frameworks, and methods, usually with the intent
Ellenberger et al. [12] used the Octalysis                of deriving new methods (e.g., “gameful design
framework to analyze the integration of                   heuristics” [38], or “gamification characteristics
gamification in a company and its influence on            measurement scale for mobile application users”
company culture. While Korn et al. [21] used the          [1]), or more context-specific models (e.g., for
Octalysis framework as a foundation to develop a          recrutainment applications [21], customer loyalty
model for the description and analysis of                 measures [13], or the smart home context [32]). It
recrutainment applications, Sanchez-Gordón et al.         is striking here that either new approaches are
[37] investigated the compatibility of the                developed based on the framework or that it is
Octalysis framework with the human factors of             compared with existing models. However, no
ISO 10018.



                                                     78
reviewed paper dealt with the empirical validation          evaluating gameful applications due to the high
with (sub)areas of the framework.                           level of needed familiarity with the frameworks.
   Furthermore, the framework was used to
analyze existing applications, such as sports apps          5. Insights from the classroom study
[40] or video-sharing platforms [42]. More rarely,
the Octalysis framework was used to obtain
                                                                Within the classroom study, students identified
insights about users. Here, the most common
                                                            and communicated several advantages and
approach was to create questionnaires on the basis
                                                            disadvantages of using the Octalysis framework.
of the framework and use them to conduct
                                                            In addition, we as lecturers made some interesting
quantitative surveys (e.g., [1,26]). Less
                                                            observations, which will be subsequently shared.
frequently, it was used for qualitative studies,
                                                                The overarching design principle of the
such as focus groups or interviews (e.g., [14]).
                                                            Octalysis framework that puts human needs above
                                                            functional aspects was appreciated (P8). Through
4.2. Reflections on usage                                   analysis of the three different Octalysis levels
                                                            (Levels 1, 2, and 3), one gets a new perspective on
    The literature shows that reflections on the use        human motivation and the user journey (P8). The
of the Octalysis framework as a methodology, the            ideation phase appeared more structured; thus,
reasons for its selection, or remarks on the                ideas could be brought up more easily (P1, P5).
exclusion of the framework are rare. Only 13 of             The many different game techniques were
the 78 publications mentioned those reasons; but            particularly helpful in generating ideas (P2, P8)
often only with a sentence or short paragraph. One          and were easy to understand through real-life
reason to use the Octalysis framework could be its          scenarios that seemed to be transferable to many
good reputation among gamification practitioners            contexts (P5, P10). In addition, P4 and P10 said
[28], as it bridges psychology and game elements            that the Octalysis framework made them aware of
[3]. Recently, the framework has also been used             blackhat gamification techniques (such as “doom
in academic publications, which Karać and                   scrolling” [31]) and that they want to use them
Stabauer [20] mention as a reason for their choice.         more consciously in their future designs. P5
    On the other hand, the framework is                     describes the framework as a solid guideline that
sometimes criticized for not being context-                 can help inspire new ideas. In general, most
specific. Korn et al. [21], for example, see a lack         students saw the usefulness of the framework for
of “‘serious’ business-related components” that             developing new ideas instead of for evaluating
allow a proper evaluation of existing                       existing concepts and ideas. However, P7
recrutainment systems. Yfantis and Tseles [41]              expressed a positive opinion of the framework for
argue that in the public sector, it might be useful         evaluation purposes, emphasizing the objectivity
to consider additional right brain core drives to           it provides: “Designing such an experience was
further boost intrinsic motivation.                         considered to be subjective but with the Octalysis
    Another criticism is the strong influence of the        framework you can somehow evaluate the
subjective perception when assessing core drives            application.”
and game elements [3,12,30], which depends on                   However, students (P5, P8) criticized the
personal experiences and intuition [3], making              apparent objectivity of the framework when
any objective comparisons between gamification              evaluating other concepts. P5 considered that
approaches based on the Octalysis Gamification              even similar concepts could not be meaningfully
Score rather difficult [12]. Similarly, it is not           evaluated and compared with the framework. This
possible to estimate the extent to which a design           is due to the subjective nature of quantifying the
element has an impact on the fulfillment of a               individual design elements in a single
single core drive [3]. In addition, the framework           gamification score, which was criticized by P8.
could lead to implementing rather “fashionable”                 In relation to the conceptualization of
game elements without a prior understanding of              applications using the Octalysis framework,
customer needs through appropriate user research            students found that it is too general and does not
[20].                                                       sufficiently consider the design context (P2, P5).
    Broer [2] criticizes the Octalysis framework            P2, for example, would still prefer to use the 6D
for its lack of scientific evaluation, and Tondello         framework [11] in the business context because it
[39] views gamification frameworks, including               is specifically designed to be applied in this
the Octalysis framework, as unsuitable for                  domain. Other students (P8, P10) expressed their




                                                       79
fear that that the Octalysis framework could make          observations. It is striking that most of the
them blind to key design challenges. In particular,        students created their concepts only with the game
CD5, where intrinsic elements (social relatedness)         techniques mentioned in the framework (even
and extrinsic elements (social pressure) are               though we deliberately said that the core drives
combined under one core drive (“Social Influence           are more relevant and that new game techniques
and Relatedness”), is a big concern as it can lead         and ideas may also be explored and innovated
to an oversimplification of human motivations.             within the course). In the end, this could lead to a
“Putting two very different types of motivation            decrease in creativity and diversity in future
into the same category seems to oversimplify the           designs, perhaps hindering the development of
nature of motivation and could lead to unintended          novel approaches and thinking out of the box.
user experiences if a distinction is not drawn                 Although we were satisfied with the quality
during the design process” (P8). Furthermore, P5           and elaboration of the work, it was noticeable,
notes that the framework did not help her select an        especially in the weaker projects, that students
appropriate number of game techniques or to link           tried to incorporate as many game techniques as
them in a meaningful way, nor did it provide much          possible into their own concept, that way hoping
particular guidance on how to design and                   to create an engaging experience. As a result, the
implement these elements.                                  individual elements of the concept sometimes
    Half of the students (P2, P4, P6, P8, P10)             seemed somewhat detached. One specific
complained that the user perspective is not placed         example is the game technique of mentorships,
in a key position within the framework when                which was used in many concepts but was rarely
designing with it. In particular, a “practice-based        conceived in a context-specific way or
user research study” is missing (P6); this could           meaningfully integrated into the overall systems.
have been achieved by conducting interviews                The idea that more design elements will lead to
beforehand (P2, P4) or by evaluating the                   more engagement might be a misconception,
prototype through usability tests (P6) and                 especially if the additional elements are poorly
improving it by other types of user feedback (P8,          thought out.
P10).
    One of the biggest criticisms mentioned by the         6. Discussion
students (P5, P8, P10) is the lack of scientific
grounding of the Octalysis framework. This is
                                                               Our classroom study confirmed all the
expressed by a statement of P5: “Scientific
                                                           mentioned criticisms from the literature review
approaches and references are seldom used
                                                           and portrayed them in greater detail. Only the
within the framework.” P10 criticized that many
                                                           statement that the framework is difficult to use for
passages in the book are either anecdotal or barely
                                                           the evaluation of gameful applications [39] was
cited. For example, P10 sees strong similarities
                                                           not apparent since all of the students were able to
with the different types of “nudges” described by
                                                           communicate and justify their concepts through
Thaler and Sunstein [34] and the game techniques
                                                           the lens of the Octalysis Framework very well.
of the Octalysis framework. P8 commented on the
                                                           However, this was probably due to the rather
individual core drives and considers core drives 2,
                                                           experienced participants and the teaching format,
5, and 7 to be particularly problematic for various
reasons, referring to the works of Ryan and Deci           which entailed several sessions to introduce the
                                                           Octalysis framework to the students.
[36] and Hassenzahl et al. [18], which partly
                                                               In addition to the existing literature, we
overlap with the Octalysis framework.
                                                           identified some advantages and disadvantages of
    Despite the criticisms mentioned, most
                                                           using the framework. We see it as problematic to
students concluded that the Octalysis framework
                                                           become less innovative if designers only follow
helped them better understand human motivation
                                                           the given structure of the Octalysis framework for
in their design practice. Even P8, who raised some
                                                           a project and does not think about other new game
concerns, concluded that: “Ultimately, however,
                                                           elements that are not (yet) included in the
the Octalysis framework can be a helpful tool, if
                                                           Octalysis framework. Here, other creative
used with critical reflection and in combination
                                                           techniques could continue to be used and we see
with motivation frameworks that are scientifically
                                                           the empirical investigation of user needs and the
more grounded.” (P8)
                                                           unconstrained analysis of the given design space
    From the role of the lecturers and with a close
                                                           as highly important. Similar to [28], long-term
look at the concepts and prototypes that were
                                                           research on the design practices of gamification
created, we made two complementary



                                                      80
practitioners and academics would be required to               With regard to other widely used gamification
understand this dynamic.                                    frameworks, we also consider it useful to subject
    Equally problematic is the potential                    these frameworks to methodologically similar
misconception that having as many gamification              studies, in order to better understand and compare
elements as possible will necessarily result in             the design practices that result from the use of the
higher engagement and a better user experience.             respective frameworks. Only after extensive
To be fair, the gamification framework does not             discussion along these lines it seem reasonable to
mention it [4], but it was misunderstood by                 us to derive practical implications and condense
several students in the classroom study and was             them into design guidelines for the use of these
recognizable in the approaches of some academic             frameworks.
publications. We are aware that this is in contrast
to a series of recent experimental studies by               8. Conclusion
Groening and Binnewies             [17], which
demonstrated, in a small controlled setting, that
                                                                Since no academic studies on the use of the
motivation and performance tend to increase as
                                                            Octalysis framework as a design and evaluation
more game elements are added. In any case, we
see a need for empirical-based research in this             tool exist, we have addressed this research gap in
                                                            this paper. Based on a comprehensive literature
area, with a particular focus on investigating
                                                            study and the application of the Octalysis
practice-oriented implications for the design of
                                                            framework in the context of a master’s program
gameful applications and systems.
                                                            course, we were able to show the challenges and
    The Octalysis framework sensitizes for
                                                            the potential of the use of the Octalysis
elements of black hat gamification. Therefore, the
                                                            framework. We believe that the framework
Octalysis framework could potentially be used as
                                                            supports the design process, particularly for idea
a model to educate and raise awareness about
                                                            generation. However, there is an important need
black hat gamification elements and closely
                                                            for empirical-based validation of the Octalysis
related concepts such as dark patterns [16].
                                                            framework. We also see the need for ongoing
                                                            methodological reflections while using the
7. Limitations and future work                              framework to inform and guide the design
                                                            practice of researchers and practitioners; this also
    It is important to point out some limitations of        holds true for other gamification frameworks and
our work. These are mainly related to the                   methods. We hope that our study has contributed
conducted classroom study, in which we do not               to making the applicability of the Octalysis
deal with objectively quantifiable outcomes, but            framework academically plausible and, thereby,
rather with the articulation of subjective                  providing benefits in the selection of gamification
experiences of the participating students and our           frameworks.
own perceptions. The style of didactic
presentation, especially in the case of complex             9. Acknowledgments
frameworks such as the Octalysis, definitely has
some influence on the appraisal of this
                                                                This work was carried out within the scope of
framework. With respect to this, we tried to
introduce the majority of the framework to the              the project Rendezfood (EFRE-0801425), which
                                                            is funded by the European Regional Development
students and did this in a way that was as non-
                                                            Fund. We sincerely thank Lea Michel for her
judgmental as possible.
    Furthermore, there was no control group in our          contribution to this work and the anonymous
                                                            reviewers for their constructive feedback, which
study (e.g., a second course with students who
                                                            has improved our paper. Furthermore, we would
could have tackled the same challenge without the
                                                            like to thank all participants who took part in the
Octalysis framework). Also, in terms of
                                                            study.
fundamental understanding of gamification and
user experience, it was a rather homogeneous
group of HCI master’s students. It would be                 10. References
interesting to examine the influence of the
Octalysis framework on the design practice of               [1] Richard D’arc da Silva Brito, Luis Hernan
more digital-distant target groups and of                       Contreras Pinochet, Evandro Luiz Lopes,
gamification experts.                                           and Mauri Aparecido de Oliveira. 2018.



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