Turning to technology next, we need to consider the alignment between the technology used in the target system and the choice of gamification design elements. Characteristics of target system technologies are likely to play significant roles in the choice of gamification design elements. For example, very granular information captured by the target system would enable precise measurement of user actions and performance, thus facilitating the application of feedback elements (such as points and badges). High volume and velocity information would be important for implementing gamification designs that rely on tight feedback loops. Thus, big data technologies could have a significant impact on gamification. Further, more interactive system interfaces would enable the use of more direct controls, such as gesturebased controls. Or, if a current target system already supports a social network, certain social gamification elements could then be leveraged. Even though gamification may be appealing, it may simply be infeasible without the proper technology infrastructure in the target system. Take HealthyMe as an example. Two kinds of technologies might affect gamification design features: mobile interfaces and wearable technologies. That is, when employees have access to HeathyMe through their smart phones, they can log their activities as they happen and receive push notifications of friend activities immediately. In addition, wearable technologies such as Fitbit would greatly simplify HealthyMe activity logging and enable real-time feedback; for example, a “virtual race” for employees working out at different places would be possible. Thus, we propose that the relationship between the target system technology and gamification is one of technology affordance, that is, target system technologies enable and facilitate gamification design elements. Therefore, we proposeGamification Principle C: Gamification design elements must fit with the target system technologies.