“…Games and their elements generally aim to generate engagement (Reeves et al, 2012;Ligtvoet and Chappin, 2012;Landers, 2015;Barrios-O'neill and Hook, 2016;Chen and Hoffman, 2017;Keijser et al, 2018). However, many elements make the experience engaging and dynamic, such as objectives, rules, narratives and interaction cycles (Sapsed and Tschang, 2014), competition and cooperation, feedback, principles of progress (points and levels), effort, missions, performance, freedom of choice, team building (Siala et al, 2020;Georgiou et al, 2019;Mora et al, 2017;Kinley and Ben-Hur, 2015;Xanthopoulou and Papagiannidis, 2012), emotion (McGonigal, 2011), metaphor (Van de Kaa et al, 2019;Inayatullah, 2017), the possibility to win (against oneself or others), fun, learning (Wood et al, 2014), role-playing, simulation, interaction (Medema et al, 2020), context and history (Wang and Sun, 2016), testing ideas, trying out strategies and adapting to changes (Chen and Hoffman, 2017), gratification, autonomy and relationships (Koivisto and Hamari, 2019).…”