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Concept Paper

Viewing Gamification Design Limitations and Weaknesses through a Pandemic Lens

Mathematics, Keiser University, Fort Lauderdale, FL 33309, USA
Academic Editors: Kai Erenli, Christopher Kronenberg and Thorsten Haendler
Received: 6 October 2021 / Revised: 2 November 2021 / Accepted: 8 November 2021 / Published: 12 November 2021
(This article belongs to the Special Issue The Impact of Games during the COVID-19 Pandemic)
Design challenges and limitations of gamification were examined using the COVID-19 pandemic as a lens. Online or remote environments were also examined. These environments highlight the literature gap in evidence-based design recommendations and studies that isolate gamification from other pedagogical interventions or methodologies. The literature recognizes the differences between actual games and gamification. Gamification focuses and relies on entertainment to boost academic achievement. This focus on entertainment and its implications to motivation, both intrinsic and extrinsic, are examined. This reliance on entertainment creates unrealistic expectations. In fact, gamification expectations may be conflated with game expectations—especially in an educational setting. View Full-Text
Keywords: gamification; motivation; education; pandemic; intervention gamification; motivation; education; pandemic; intervention
MDPI and ACS Style

Klein, G. Viewing Gamification Design Limitations and Weaknesses through a Pandemic Lens. Societies 2021, 11, 137. https://0-doi-org.brum.beds.ac.uk/10.3390/soc11040137

AMA Style

Klein G. Viewing Gamification Design Limitations and Weaknesses through a Pandemic Lens. Societies. 2021; 11(4):137. https://0-doi-org.brum.beds.ac.uk/10.3390/soc11040137

Chicago/Turabian Style

Klein, Gene. 2021. "Viewing Gamification Design Limitations and Weaknesses through a Pandemic Lens" Societies 11, no. 4: 137. https://0-doi-org.brum.beds.ac.uk/10.3390/soc11040137

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