{'fraction_non_alphanumeric': 0.01687289088863892, 'fraction_numerical': 0.0, 'mean_word_length': 5.592592592592593, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
The limits of gamification

Gamification faces an epistemological problem of game transversality presenting limits from the playfulness. However, describing these limits is difficult if there is no interpretive model that explain the transition between the game and the gamification. This work proposes a systemic game–gamification model to understand the phenomenon of the gamification procedure. This structural-functionalist and systemic model can respond to different fields interested in gamification under the same elements and assume to serve as an interpretation only for this phenomenon’s social reality from the complexity. Some risks of gamification are highlighted, such as isolating and considering only some elements that do not even belong to the game, as is frequently the case with the competition system, an issue that, in analogy with game-sport, becomes sportification.