“…Gamification refers to game elements being applied to a non-game environment (Deterding, Dixon, Khaled, & Nacke, 2011). Aside from enriching the joyous experience in services and increasing the intention to use, it can create interaction among groups (Hamari & Koivisto, 2015;Huotari & Hamari, 2017;Liu, Santhanam, & Webster, 2017) and promote usability, productivity, and satisfaction (Saha, Manna, & Geetha, 2012;Rajanen & Rajanen, 2017), thus pushing forward publicity and generating a positive effect on performance (Rodrigues, Costa, & Oliveira, 2014). In recent years, gamification has been increasingly applied to various subjects, including education (Simões, Redondo, & Vilas, 2013;Kim, Song, Lockee, & Burton, 2018), environmental and ecological behavior (Prestopnik & Tang, 2015), health and medicine (Fleming et al, 2017), creative business and marketing (Roth, Schneckenberg, & Tsai, 2015), software development and machine learning (Chow & Huang, 2017), politics (Santos et al, 2015), tourism (Saoud & Jung, 2018), and energy popularization and application (Nicholson, 2012).…”