“…As Figure 5 shows the primary affordances and core functions of gamification including, “providing safe environment for learning and practice” (Colasanti et al , 2020; Murawski, 2020; Oprescu et al , 2014; Park et al , 2019; Shpakova et al , 2017; Van der Heijden et al , 2020; Warmelink et al , 2020), “providing instant feedback” (Nivedhitha & Manzoor, 2020; Van der Heijden et al , 2020; Warmelink et al , 2020), “creating learning challenges” (Dikcius, Urbonavicius, Adomaviciute, Degutis, & Zimaitis, 2020; Nivedhitha & Manzoor, 2020; Park et al , 2019; Prasad et al , 2019; Ruhi, 2015), “facilitating organizational capability” (Darejeh & Salim, 2016; Fathian et al , 2020; Murawski, 2020; Oprescu et al , 2014; Prasad et al , 2019; Ruhi, 2015; Shpakova et al , 2017; Suh & Wagner, 2017; Van der Heijden et al , 2020), “enhancing motivation, and creativity” (Dalmina et al , 2019; Darejeh & Salim, 2016; Groening & Binnewies, 2019; Hyypiä & Parjanen, 2015; Murawski, 2020; Park et al , 2019; Passalacqua et al , 2020; Prasad et al , 2019; Rodrigues et al , 2019), “visualizing skills and competences” (Asadzandi et al , 2020; Nivedhitha & Manzoor, 2020; Shpakova et al , 2017; Van der Heijden et al , 2020), “employee participation in learning” (Alcivar & Abad, 2016; Asadzandi et al , 2020; Da Silva et al , 2019; Dalmina et al , 2019; Darejeh & Salim, 2016; Murawski, 2020), “turning training into entertainment” (Asadzandi et al , 2020; Darejeh & Salim, 2016; Shpakova et al , 2017), “offering innovative solution” (Alcivar & Abad, 2016; Murawski, 2020; Obaid et al , 2020; Shpakova et al , 2017) and “promoting collaborative environment” (Alcivar & Abad, 2016; Dalmina et al , 2019; Dikcius et al , 2020; Shpakova et al , 2017).…”