Gamification is a potential approach to foster motivation and engagement in different contexts which popularity in recent years has encouraged its application in a diversity of domains, including health, education, business, society, or tourism. However, although all their promising benefits and rapidly developing, the gamification community should face a variety of theoretical, empirical, and technological challenges. Focusing on technological challenges, we can observe a need that claims for suitable gamification software tools that offer system-independence and flexibility, support the gamification design, implementation, and monitoring activities, and experiment with more game elements than only points, badges, and leaderboards. For that reason, this paper deals with the identified technological challenges by introducing a gamification software tool to cover the main lacks found. An analysis of the advances in gamification domain and their recent literature was conducted to identify the strengths and weaknesses of the most popular gamification software tools in order to design and develop a flexible system-independent gamification software solution that goes beyond the implementation of the classic game elements. As a result, we created GoRace, a multi-context and narrative-based gamification suite that supports the entire gamification process, provides flexible and system-independent gamification solutions, and allows the creation of tailored and reusable gamification solutions that go beyond the classic game elements to immerse participants in a fun, engaging, and challenging narrative-based gamification experience.INDEX TERMS Flexibility, game elements, gamification, gamification process, gamification software tool, gamification technological challenges, multi-context, narrative, system-independence
I. INTRODUCTIONGamification, or "the use of game elements and game design techniques in non-game contexts" [1], emerged as a trending topic at the end of the first decade of the 21st century and has attracted the attention from both practitioners and researchers as a way to achieve a range of emotional, cognitive, and social benefits and guide human behavior for inducing innovation, productivity, or engagement [2] in different contexts, such as employee performance, customer engagement, and social loyalty, and in a diversity of domains, including marketing, human resources, healthcare, education, environmental protection and wellbeing [3].The recognition of the potential advantages of gamification has supported the exponential growth of its market, which is projected to grow from USD 9.1 billion in 2020 to USD 30.7 billion by 2025, at a Compound Annual Growth Rate (CAGR) of 27.4% during the forecast period [4,5]. These promising benefits have also caused the rapidly increasing of gamification literature, as well as, its expansion and development in many directions, contexts, and domains [6]. However, "gamification is still a rather novel development that suffers from growing pains, and therefore, it is still fo...