The study presented in this paper is part of a master's investigation project that aims to design a gamified interface to engage young students with school literature. Recognizing the importance of reading in human development and the urgency of addressing the progressive disinterest of young people in this activity, associated with technological progression and reduced contact with books, it becomes relevant to explore the relation that the study of school literature currently has with the available learning technologies. The educational reality during the pandemic also highlighted the importance and convenience of e-learning platforms that support distance learning and self-study. These e-learning platforms often use multimedia and gamification strategies that, when well designed, demonstrate to be able to increase the quality, effectiveness, and motivation of students in learning processes. Thus, this study aims to identify and understand the current application of gamification in digital learning contexts, specifically in school literature, by analyzing gamified resources present in the Portuguese language discipline of two educational digital platforms from the two main publishing groups in Portugal: Escola Virtual, from Porto Editora, and Aula Digital, from LeYa. The methodology adopted was case-study-based research. A literature review in the fields of e-learning and gamification was made, to select the criteria for the case studies analysis. The findings indicate that the implementation of gamification in digital educational resources, particularly in the school subject under examination of 7th, 8th and 9th grade, remains limited in terms of variety, and is primarily focused on quizzes. The few remaining resources fall under the category of serious games and seem to provide a more engaging experience by incorporating multiple game elements. In future studies, it is intended to understand this resources efficiency for students and teachers through empirical research.