Other aspects of theproduct/service remain untouched (e.g., software can still be used to fulfil anoperative task, but partly uses gaming elements to improve the enjoyment of using it)whereas serious games are complete games but may have an education or learningbackground (e.g., a game that teaches the problems of project management). Gamingversus playing indicates if the product/services are considering rule bound andoutcome related elements (gaming) or solely comprise a playing aspect. Forexample, it differentiates gamification from playful design, as gamification requires arule-based design ( you get X points by completing task X) and a goal orientation (getthe most points). Despite the discussed distinction between playing and gaming,practical experiences (Salen and Zimmermann 2004; Barr 2007; Groh 2011) haveshown that both concepts may be integrated together and hence this separationremains somewhat theoretical.