The main contribution of this paper is proposing a new, confirmed taxonomy to standardise the terminology used to define the game elements as a means to design and deploy gamification strategies in the educational domain.
Students can explore and use online platforms to share, sell, barter or exchange their items within their community. They support a circular economy or they can donate clothes to the less fortunate via these platforms.
This paper contains a comprehensive overview of gamification guidelines and sheds novel insights into the overall nature of gamification development and design discourse.
CommunityPlanIt is a planning site that aims to augment existing offline engagement efforts by stepping up where face-to-face meetings often fall flat. The game has been played by over 10,000 people across a dozen cities. It has been used in a wide array of contexts from setting public health priorities in neighbourhoods to addressing waste-water management at the regional scale, and from social media policy setting in individual schools to tackling the issue of youth unemployment in developing countries at the national scale.