“…Similarly, another definition was provided by (Huotari & Hamari, 2011, p. 2); in this case gamification can be understood as 'a form of service packaging where a core service is enhanced by a rules-based service system that provides feedback and interaction mechanisms to the user with an aim to facilitate and support the users' overall value creation'. In the practice, Robson, Plangger, Kietzmann, McCarthy & Pitt (2015) suggested a model of gamification that contains three items: mechanics, dynamics and emotions (see Figure 2). The first item in this model concerns mechanics: it represents the objectives, rules, setting, context, interactions, and boundaries within the game, driving the action forward and generating engagement (Werbach & Hunter, 2012).…”