“…More emotional than software and more interactive than films, games manipulate player affect to create poignant experiences" [38, p. 156]. This need for emotional depth also applies to the interrelated notions of a serious game [41], which is a full-fledged game designed for non-entertainment purposes [70], and gamification, which is defined as "the incorporation of game design elements into a target system while retaining the target system's instrumental functions" [40, p. 4]. Gamification seeks to enhance software and services through a "gameful" experience [28], in which some combination of conditions results in the subject perceiving that she or he is playing a game, whether or not the activity is normally associated with games [44].…”