“…Specifically in the linguistic domain, a sizable number of gamification experiences have been described in the scientific literature, ranging from the use of game-like mechanics for second-language acquisition (too many to list, and even systematic reviews abound, see for instance Benini & Thomas, 2021;Dehghanzadeh et al, 2021;Short et al, 2023;Waluyo et al, 2023), for grammar proficiency of one's own first language (e.g., Eryigit et al, 2021;Krisbiantoro, 2020;Purgina et al, 2020) to collection of data, visualization and explanation of advanced linguistic issues (e.g., Bonetti & Tonelli, 2021;Eryigit et al, 2023;Kim et al, 2023;Ogawa et al, 2020;Sevastjanova et al, 2021). However, it is worth noting that the research findings on the benefits of gamified techniques in academia are not consistently positive (Lumsden et al, 2016).…”