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How can boring tasks suddenly become exciting? Or how can children suddenly start enjoying going to school again? Gamification can offer a possible answer to precisely these questions. Gamification involves incorporating game elements into contexts where they would not normally be found, such as at school or in the workplace. The aim is often to boost motivation. This thesis examines the connections within gamification and explores the question of what the practical application of such game elements might look like. To this end, knowledge from various pioneers in this field has been compiled and combined into a practice-oriented system. Furthermore, this system has been used to analyse several practical examples in terms of their concept and success.
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