“…The field of interactive gamification research has witnessed significant advancements over the years in a variety of domains, such as education (Fiş Erümit & Karakuş Yılmaz, 2022;Paraskeva, Mysirlaki, & Papagianni, 2010), health (Kanat, Siloju, Raghu, & Vinze, 2013), and marketing (Krishen, Dwivedi, Bindu, & Kumar, 2021;Olsson, Hogberg, Wastlund, & Gustafsson, 2016). To gain a deeper understanding of the historical context and theoretical underpinnings of this field, it is essential to examine the works of influential philosophers such as Thomas Kuhn (Kuhn, 2012) and Imre Lakatos (Lakatos, 1978).…”