It is obvious that many games come with various other features such as storytelling,interactivity or rewarding systems. However, these only form a furtherdevelopment and an enrichment of the basic features. Given this distinctionbetween gaming and playing, McGonigal (2011) has subsequently introduced theconcept of gamefulness in contrast to the term playfulness.Previous research in the field of human-computer interaction (in the context ofgamification) was merely dedicated to the playfulness of the existing softwaresystems. Research focusing on the gamefulness of these systems however receivedless consideration despite the fact that the idea of adopting game elements in thesesystems was not completely new (e.g., Carroll 1982; Carrol and Thomas 1982;Malone 1982).Gamification according to Deterding et al. (2011) is defined as the use of gamedesign elements in non-game contexts. This definition differentiates gamificationfrom the other related concepts by two dimensions (see Fig. 1.2).Whole versus partsrefers to the extent a product or service is using gaming elements. For instance,