“…In fact, the number of gamified applications has recently skyrocketed (Koivisto & Hamari, 2019), and a growing number of scientific studies emerged (Keepers et al, 2022;Kocakoyun & Ozdamli, 2018). The concept of integrating game elements into non-game contexts (Deterding et al, 2011) has been proven effective in various facets of learning (Alsawaier, 2018;Antonaci et al, 2019;Chen & Liang, 2022;Dichev & Dicheva, 2017;Kaya & Ercag, 2023;Khoshnoodifar et al, 2023;Li et al, 2023;Ratinho & Martins, 2023;Sailer & Homner, 2020;Smiderle et al, 2020;Zainuddin et al, 2020), consumer engagement (Doğan-Südaş et al, 2023;García-Jurado et al, 2022;Hamari et al, 2014;Hsu, 2023;Sheetal et al, 2022;Tsou & Putra, 2023) and entertainment (Ozdamli & Milrich, 2023;Sailer et al, 2017;Schiele, 2018). While the majority of empirical evidence showed positive effects of gamification on student academic performance, Sharma et al (2024) affirm gamification's pervasive influence across business domains, which Aziz et al (2017) refer to as enterprise gamification.…”