Achievements | Accomplishment | A mechanism to show the user his or her progress and achievements within the system. | - | [WL16], [WL17], [WL24], [WL25], [WL28], [WL47], [GL12], [GL17], [GL23] |
Auction | Ownership | A part of the gaming session where players bid to obtain particular virtual goods or real resources. | - | [WL30], [GL18] |
Badges | Accomplishment | Graphical rendition of a particular achievement that can be used to enrich a player’s profile or to certificate the fulfillment of certain target. | Medals, Titles. | [WL01], [WL03], [WL13], [WL16], [WL17], [WL20], [WL28], [WL34], [WL36], [WL39], [WL47], [GL01], [GL04], [GL06], [GL10], [GL14], [GL16], [GL18], [GL21] |
Challenges | Empowerment | Challenges to motivate a player to perform a certain task under a particular set of assigned conditions. | - | [WL01], [WL14], [WL21], [WL22], [WL25] |
Duels | Social Influence | A clash involving two or more players or factions where only one of them may prevail. | Battle, Combat System | [WL02], [WL05], [WL06], [WL07], [WL12], [WL14], [WL16], [WL17], [WL19], [WL27], [WL32], [WL40], [GL11], [GL19] |
Easter egg | Unpredictability | A message, image, or other types of hidden features that can be used to encourage exploration from the user and can add unpredictability to the gamified session. | - | [WL33], [GL02], [GL03], [GL05] |
Experience points | Accomplishment | Marker that a system uses to represent the progression of a player in completing tasks or in the step necessaries to complete it. | Reputation Building, Progress Bar | [WL03], [WL18], [WL33], [WL42], [WL47], [GL02], [GL03], [GL04], [GL05], [GL15] |
Feedback | Empowerment | Additional information about the performed task provided to the user or encouraging messages to continue in performing the task. | Continuous Feedbacks, Visual Artifacts, Discovery Marker | [WL01], [WL02], [WL05], [WL06], [WL10], [WL18], [WL22], [WL25], [WL33], [WL34], [WL36], [WL39], [WL40], [WL43], [WL44], [GL01], [GL02], [GL03], [GL05], [GL06], [GL08], [GL09] |
Hints | Empowerment | Information that can be given to players under their request to support them in solving puzzles, answering questions, or completing generic tasks. | Cascading Information, Permission to Fail | [WL15], [WL26], [WL28], [WL36], [WL44], [WL46] |
Leaderboard | Accomplishment | A system providing a ranking and comparison between the scores obtained by all users of the gamified system. | Ranking, Competition | [WL01], [WL02], [WL03], [WL04], [WL05], [WL06], [WL07], [WL08], [WL09], [WL10], [WL13], [WL14], [WL16], [WL17], [WL21], [WL22], [WL24], [WL26], [WL28], [WL33], [WL39], [WL40], [WL41], [WL47], [WL48], [WL49], [GL01], [GL02], [GL03], [GL05], [GL06], [GL07], [GL14], [GL16], [GL18] |
Levels | Unpredictability | Player’s progression (typically obtained through Experience Points) or system’s progressive complexity. | Worlds | [WL01], [WL03], [WL08], [WL09], [WL12], [WL13], [WL15], [WL16], [WL17], [WL22], [WL24], [WL26], [WL28], [WL34], [WL44], [GL04], [GL08], [GL14] |
Profile | Ownership | The system offers a space that contains information about the specific user and can be customized by the user. | Avatar | [WL03], [WL04], [WL16], [WL17], [WL18], [WL20], [WL25] [WL34], [WL35], [WL36], [WL41], [GL05], [GL17], [GL20] |
Punishments | Avoidance | Consequences to bad behavior or performance performed by a player, concretized into penalties. | Penalties | [WL25], [WL34] |
Puzzles | Accomplishment | Challenges with simple rules that require specific actions by the users. | - | [WL02], [WL05], [WL06], [WL15], [WL19], [WL23], [WL27], [WL32], [WL40], [WL44], [WL46], [WL50], [GL11] |
Quest | Scarcity | The system or other users ask the user to perform a certain activity under predefined conditions to advance in the story. | - | [WL10], [WL16], [WL17], [WL18], [WL24], [WL03], [WL34], [WL47], [GL15], [GL17], [GL08] |
Quiz | Scarcity | A series of questions that can have a set of possible answers or open questions. | - | [WL04], [WL08], [WL49] |
Randomization | Unpredictability | Usage of a random generator to generate an event or to decide its outcome. | Dice Game, Random Rewards, Randomizer, Spin the Wheel | [WL11], [WL42], [GL13], [GL22] |
Rewards | Accomplishment | A form of reward that is given by the system in response to a milestone or is exchanged between player in response of an event. It can lead to awarding in the real world. | Gift | [WL03], [WL07], [WL20], [WL25], [WL26], [WL29], [WL34], [WL39], [WL41], [WL49], [GL07], [GL08], [GL09], [GL10], [GL12], [GL21], [GL22] |
Score | Accomplishment | Users can earn virtual points after performing specific actions in the gamified system. The score is tracked in the system, and in some cases can be used to obtain other game mechanics (e.g., experience points, virtual goods) . | Points | [WL01], [WL02], [WL04], [WL05], [WL06], [WL07], [WL08], [WL09], [WL10], [WL12], [WL13], [WL14], [WL15], [WL16], [WL17], [WL18], [WL19], [WL20], [WL21], [WL22], [WL26], [WL27], [WL28], [WL32], [WL33], [WL34], [WL38], [WL39], [WL40], [WL41], [WL44], [WL48], [WL49], [GL01], [GL02], [GL03], [GL05], [GL06], [GL08], [GL11], [GL14], [GL16], [GL19], [GL20], [GL21], [GL22] |
Social interaction | Social Influence | The feature of a system allowing players to interact in a textual or vocal way, allowing direct information exchange between different users. | Social Features | [WL01], [WL24], [WL03], [WL49] |
Storytelling | Epic Meaning | A narration layer in which players and actions are involved in a fictional story that adds context to actions and real or fictional characters that are part of the system. | Stories, Story | [WL11], [WL24], [WL42], [GL22] |
Teams | Social Influence | Cooperation between different players with the same goal. | Collaboration | [WL16], [WL17], [WL34], [WL38], [GL20] |
Timing | Scarcity | Users are given a certain amount of time in which they ought to perform or complete a specific activity. | Timing Experience, Time Pressure, Timer | [WL04], [WL09], [WL13], [WL15], [WL18], [WL26], [WL30], [WL39], [GL13], [GL14] |
Virtual goods | Ownership | Game assets belonging to a virtual environment can be traded to redeem virtual artefacts. Unlike the score, which is usually used for ranking purposes, virtual goods’ main purpose is to be exchanged to obtain other game assets. | Virtual Currency, Currencies, Shop System | [WL10], [WL16], [WL17], [WL20], [WL30], [WL34], [WL34], [WL42], [GL05], [GL17], [GL18] |