“…Increasingly companies in different domains are incorporating gaming elements for the purpose of enhancing customer engagement (Gartner Research, 2011). As for instance, gamification is being used in marketing area to improve client retention and growth in sales (Hamari, 2017), in education segment to encourage behavioural changes (Hew et al, 2016), in banking sector to improve virtual social connect with the bank personnel (Rodrigues et al, 2016), in healthcare area to improve the fitness and welfare of the people (Johnson et al, 2016), in logistics industry to improve the order picking system (Putz et al, 2019), in disaster management to increase the participation of donors on the crowdfunding platforms (Behl and Dutta, 2020), in crowdsourcing and social networking field (Koivisto and Hamari, 2019) and in the psychology and neuroscience domain to analyse the interaction between cognition and emotion (Mullins and Sabherwal, 2020).…”