“…Gamification has largely been adopted and studied in the education field (Huang et al , 2019; Van Roy and Zaman, 2018; Kim et al , 2018; Dicheva et al , 2015), besides being successfully adopted in other contexts with the purpose of educating users in terms of content and behaviors (i.e. Kapoor et al , 2020; Konig et al , 2019; Ryu et al , 2018; Morganti et al , 2017). Therefore, the SLR confirms gamification as a significant tool to raise awareness on sensitive topics, such as sustainability (Aguiar-Castillo et al , 2019; Mulcahy et al , 2018; Yoo et al , 2017; Negruşa et al , 2015), transformative service (Mulcahy et al , 2020) and wellbeing (Johnson et al , 2016).…”