“…Gamification is used to increase motivation and engagement in its target users in favor of changing their behaviors towards desired ones. There are several successful applications of gamification available in the literature encouraging various goals, such as adopting a healthier lifestyle (Johnson et al, 2016;Pløhn & Aalberg, 2015), increasing students' engagement with class activities in order to achieve better results (O'Donovan, Gain, & Marais, 2013;Simões, Redondo, & Vilas, 2013), or increasing quality and productivity in a business environment (Robson, Plangger, Kietzmann, McCarthy, & Pitt, 2016;Rodrigues, Oliveira, & Costa, 2016). For example, in a business environment, such as a call center, various game elements such as points and leader-boards could be used to reflect the performance of employees, e.g., the number of calls answered, the number of issues solved, the time taken for finishing tasks, and the customers' satisfaction (InterAksyon, 2012).…”