“…Gamification has hence been employed to induce engagement in the contexts of for example crowdsourcing [44], production management [84] as well as education and health management amongst other contexts [27,37]. Some of the most commonly utilized elements of gamification in these contexts have been: points, badges and leaderboards amongst others [27,37,44,50,51,65,84]. Gamification of e-participation, in particular has been observed to induce increased citizen engagement with the government as is intended from its introduction to e-participation [8,9,11,18,20,22,31,34,35,38].…”