“…Although the first documented use of the concept of gamification was in the early parts of this millennium (Dale, 2014; Kapp, 2012), gaming principles have been used for a long time – for example, in the military (Dicheva et al ., 2015). Gamification has gone from being a buzzword to denoting a popular way of thinking, and it is implemented to improve production (Warmelink et al ., 2018), improve communication with stakeholders (Trittin et al ., 2019), provide better conditions for training (Armstrong and Landers, 2018), enhance education (Bevins and Howard, 2018; Dicheva et al ., 2015) and even improve people’s health (see Korn and Schmidt, 2015 who also provide a good overview of the uptake of the concept). Gamification is also an important design principle in the contemporary capitalism of the “interface economy”, incorporated in algorithms in a variety of Web-based services such as Uber, Airbnb and so on (Finn, 2018).…”