“…Therefore, careful consideration of the goal of gamification is important Many gamification designs have been constructed for various nongame contexts, such as education, in attempts to reconcile game elements toward particular objectives (Hitchens and Tulloch, 2018;Laine and Lindberg, 2020;Surendeleg et al, 2014); for health purposes, to incentivize the users (Chen and Pu, 2014;Cotton and Patel, 2019); marketing (Hamari et al, 2018;Mitchell et al, 2020); business (Deterding et al, 2011;Thavamuni et al, 2019); and sports (Dale, 2014). Furthermore, gamification concepts are incorporated into most applications, such as educational games (Bigdeli and Kaufman, 2017;Annetta, 2010;Hamari et al, 2016), hotel loyalty programs (Xin et al, 2018), frequent flier programs (Zuo et al, 2019), and resource conservation campaigns (Hamari et al, 2018).…”