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Gamification - Criticisms
Design elements borrowed from games and entertainment media—such as badges, points, and leaderboards—are effective in their native, non-educational context, but applying them directly to education can undermine the intended learning goals. For example, extrinsic reward structures like badges and points can undermine learners' intrinsic motivation rather than support it.
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Integration of a "virtual economy"
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Does Gamification Work? — A Literature Review of Empirical Studies on Gamification
The Effects of Gamification in Online Learning Environments: A Systematic Literature Review
Gamification: Designing for motivation
Gamification Elements' Effects
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Gameification in Mobile Applications
Gamification and Motivation
Alsawaier (2017)
Study of Gamification Effectiveness in Online e-Learning Systems