“…in the domains of exercise , health (Jones, Madden, & Wengreen, 2014), education (e.g. Bonde et al, 2014;Christy & Fox, 2014;Marcos, Domínguez, Saenz-de-Navarrete, & Pagés, 2014;Denny, 2013;Domínguez et al, 2013;Farzan & Brusilovsky, 2011;Filsecker & Hickey, 2014;Hakulinen, Auvinen, & Korhonen, 2013;Simões, Díaz Redondo, & Fernández Vilas, 2013), commerce (Hamari, 2013(Hamari, , 2015a, intra-organizational communication and activity (Farzan et al, 2008a(Farzan et al, , 2008bThom, Millen, & DiMicco, 2012), government services (Bista, Nepal, Paris, & Colineau, 2014), public engagement (Tolmie, Chamberlain, & Benford, 2014), environmental behavior (Lee, Ceyhan, Jordan-Cooley, & Sung, 2013;Lounis, Pramatari, & Theotokis, 2014), marketing and advertising (Cechanowicz, Gutwin, Brownell, & Goodfellow, 2013;Terlutter & Capella, 2013), and activities such as crowdsourcing (Eickhoff, Harris, de Vries, & Srinivasan, 2012;Ipeirotis & Gabrilovich, 2014), to name a few. A recent review on empirical works on gamification (Hamari, Koivisto, & Sarsa, 2014) indicated that most gamification studies reported positive effects from the gamification implementations.…”