“…As Fuchs et al (2014) highlight, there are two ways of studying of gamification process: (i) in a general sense, as shown above with Huizinga (2009), regarding historical, social and cultural practices that take into account the pleasure as a relevant feature in different contexts, (ii) and in a specific sense in which game principles would be interesting to be applied in non-game contexts, an emphasis already attested by different authors (as DETERDING et al, 2011 quoted, but also ZICHERMANN;CUNNINGHAM, 2011;VIANNA et al, 2014;SCHLEMMER, 2014;KINGSLEY;GRABNER-HAGEN, 2015;LEFFA, 2014;LEFFA;PINTO, 2014). Actually, the study of gamification as a "limited practice" (FUCHS et al, 2014, p. 8) is related to different uses of gamification "as a means to embody the multifaceted, multimodal, and social aspects of New Literacies."…”