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Gamification involves incorporating elements of online games, such as points, leaderboards, and badges into non-game contexts, in order to improve engagement with both employees and consumers. The main point of this paper is, to sum up, what previous authors investigated in the field of Gamification. An analysis of the literature covering 50 papers from 2011 to 2016 was conducted, using Leximancer software, to determine and shape the main themes and concepts proposed in gamification papers.doi:10.1016/j.heliyon.2019.e01993 pmid:31360779 pmcid:PMC6639688 fatcat:siuqy5imubfk7ojlsbqpychsfu