“…For instance, studies have found gamification's effect ranged from positive to negative within the same sample, depending on the user (Rodrigues, Toda, Oliveira, et al, 2020; . Similarly, empirical evidence shows cases wherein gamification's impact changed depending on specific characteristics, such as gender (Pedro, Lopes, Prates, Vassileva, & Isotani, 2015), age (Polo-Peña et al, 2020) and being a gamer (Recabarren et al, 2021).…”