Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning
Abstract
1. Introduction
2. Theoretical Foundation
2.1. Early Insights
2.2. Education and Gamified Learning
2.3. Human–Computer Interaction, Human-Centered Design, and User Experience
2.4. Psychology and Gestalt
2.5. Interdisciplinary Foundations and General System Theory
3. The Systemic Gamification Theory (SGT)
- (1)
- Integration: emphasizing the interconnected relationships among game elements;
- (2)
- Emergence: recognizing the unique properties that arise when elements interact as a system;
- (3)
- Synergy: where the combined effect of elements exceeds their isolated contributions;
- (4)
- Context: which shapes and is shaped by the synergistic dynamics of the system, contemplating individual, situational, spatial, and cultural aspects.
3.1. Heuristics for Guiding and Supporting Inclusive Gamification
Heuristics # | Definition | Description |
---|---|---|
1 | Contextual Analysis and Alignment | Begin with a thorough analysis of the educational context—individual, situational, spatial, and cultural—to ensure that gamification aligns with specific learning environments. |
2 | Pedagogical Complementarity | Use gamification as a complementary layer to existing pedagogical strategies, enhancing rather than replacing instructional methods. |
3 | Inclusive and Accessible Design | Address diversity and inclusion by designing systems that support all users, accounting for mental and physical health, language, gender, age, disabilities, and social integration. |
4 | Equity-Centered Gamification | Ensure the gamified system supports social justice goals by promoting fair access, participation, and representation within learning environments. |
5 | Motivation Across Contextual Scales | Support learner motivation by addressing both micro-level (individual interaction) and macro-level (cultural and institutional) influences, considering intrinsic and extrinsic motivational aspects. |
6 | Meaningful Integration of Game Elements | Select and combine game elements thoughtfully to create a unique and coherent configuration tailored to contextual needs. |
7 | Emergence and Systemic Evaluation | Recognize that the integrated system may produce emergent effects that differ from the sum of its parts; evaluate the system as a whole, not just its components. |
8 | Synergistic Design for Different Profiles | Design for synergy, where the interaction between gamification and context produces added value for different users’ profiles, considering the system as a whole that is greater than its isolated elements. |
9 | Adaptive and Iterative Configuration | Continuously refine the gamified system through feedback loops, adapting to evolving learner needs and contextual shifts, considering usability and user experience aspects. |
10 | Aesthetic and Expressive Coherence | Treat game elements as creative and aesthetic tools that contribute to user interaction and a meaningful experience. |
3.2. Framework for Structuring and Analyzing Inclusive Gamification
4. Designing and Evaluating Gamification with SGT
4.1. Heuristics and Framework for Gamification Design and Development
Game Element | Brief Description |
---|---|
Avatar | Visual representation of the user in the system. |
Challenges | Tasks designed to test skills or knowledge. |
Dashboard | Interface showing progress and key metrics. |
Digital Journal | Space for reflective writing and tracking learning. |
Difficulty Adjustment | Allow users to navigate different challenge levels. |
Privacy Configuration | Status can be changed to private or public. |
Feedback | Information provided on performance or actions. |
Group Quests | Collaborative tasks requiring teamwork. |
Learning Paths | Structured sequence of content or tasks. |
Narrative | Storyline guiding user engagement and context. |
Peer-Recognition Points | Points awarded by peers for contributions. |
Progress Points Based on Assessments | Scores reflecting performance on assessments. |
Quizzes | Short assessments to check knowledge. |
Unlockable Rewards | Incentives earned after meeting specific goals. |
Grouping | Game Elements | Interactions and Motivation |
---|---|---|
Progression and Performance Feedback | Progress points based on assessments/dashboard/feedback | These elements work together to track learner progression, reinforce accomplishments, and provide personalized, accessible feedback. Intrinsic motivation is related to competence, and extrinsic motivation is related to incentives, tied to external regulation. |
Personalization and Identity | Difficulty adjustment/digital journal/learning paths/privacy configuration | Difficulty adjustment and learning paths let students navigate content at their own pace and challenge level, while a digital journal promotes reflective learning, helping students process information. User status visibility settings allow their status to be configured as either private or public. Intrinsic motivation is related to autonomy and competence, and extrinsic motivation is related to the feeling of internal pressure, tied to introjected regulation. |
Collaboration and Social Dynamics | Group quests/peer-recognition points/unlockable rewards | These elements foster social motivation and community-building. Group quests promote collaboration, while peer recognition and unlockable rewards stimulate positive reinforcement. Intrinsic motivation is related to relatedness, and extrinsic motivation is related to incentives, tied to external regulation. |
Challenge and Skill Development | Challenges/quizzes | These elements enhance engagement by challenging students to achieve structured goals and providing varied assessment types. Intrinsic motivation is related to competence, and extrinsic motivation is related to the feeling of internal pressure, tied to introjected regulation. |
Ownership and Representation | Avatar/narrative | Avatars allow learners to represent themselves in inclusive, customizable ways, supporting identity expression across cultures, neurotypes, and accessibility needs. Narrative immerses users into a progressive storyline. Intrinsic motivation is related to curiosity and autonomy, and extrinsic motivation is related to the expression of self, tied to integrated regulation. |
User Behavior (Input) | Gamified Element (Output) | Game Elements Grouping | Target Profiles |
---|---|---|---|
Access the system | Learning Streak on Dashboard, Encouraging Feedback | Progression and Performance Feedback | ND and NT Goal Orientation |
Choosing a preferred avatar | Avatar Customization, Narrative Integration | Ownership and Representation | ND and NT Narrative Orientation |
Completing a module or lesson | Progress Points, Dashboard Update | Progression and Performance Feedback Challenge and Skill Development | ND and NT Goal Orientation |
Scoring high on a quiz | Unlockable Rewards, Progress Points | Progression and Performance Feedback | ND and NT Goal Orientation |
Completing a challenge | Challenges Badge, Feedback on Achievement | Challenge and Skill Development | ND and NT Goal Orientation |
Writing in a digital journal | Feedback, Journal Progress Marker | Personalization and Identity | ND and NT Goal Orientation |
Navigating a higher difficulty level and succeeding | Automatic Dynamic Difficulty Adjustment, Unlockable Reward, Progress Boost, Narrative Progress | Progression and Performance Feedback Challenge and Skill Development Ownership and Representation | ND and NT Goal and Narrative Orientation |
Customizing the learning path based on preference | Dashboard Visualization, Feedback on Autonomy | Personalization and Identity | ND and NT Goal Orientation |
Participating in a team quest | Peer-Recognition Points, Group Badge | Progression and Performance Feedback Challenge and Skill Development Collaboration and Social Dynamics | ND and NT Social Orientation |
Asking a peer for help | Peer-Recognition Points | Collaboration and Social Dynamics | ND and NT Social Orientation |
Helping a peer or contributing to the discussion | Peer-Recognition Points, Narrative shoutout | Progression and Performance Feedback Challenge and Skill Development Collaboration and Social Dynamics Ownership and Representation | ND and NT Social Orientation |
Finishing a team assignment | Unlockable Rewards, Challenge Completion | Challenge and Skill Development Collaboration and Social Dynamics | ND and NT Goal and Social Orientation |
Changing privacy settings | Private or Public Status Showing | Personalization and Identity | ND and NT Social Orientation |
Using accessibility tools to complete a task | Feedback, Progress Tracking | Progression and Performance Feedback Ownership and Representation | ND Goal Orientation |
Aspects | Description |
---|---|
Individual | The course has 28 students, aged between 19 and 36, with an average age of 24. The class includes 15 women, 11 men, and 2 non-binary students. Among the group are two deaf students who primarily use Brazilian Sign Language (Libras), two autistic students diagnosed with ASD Level 1, who prefer written instructions and quiet environments, and three students with ADHD. All students are undergraduates in their third year. Regarding their player traits, the students predominantly exhibit Social, Goal, and Narrative player orientations. |
Situation | All students are enrolled in a mandatory elective that blends theoretical discussion with applied digital collaboration. The course runs from September to December, with weekly asynchronous modules released every Monday. There are two live sessions per month scheduled at 1:00 PM UTC to accommodate time zones. Students must complete four major assignments, complete biweekly quizzes, and participate in a cross-cultural project about diversity and education by Week 10. Students can choose to work individually or in groups, with activity difficulty, feedback, and rewards automatically adjusted based on the number of group members. Each week includes short video lectures, collaborative tasks in group forums, and personal reflection prompts. Deadlines are consistent (Fridays, 11:59 PM UTC), and student activity is tracked through the Moodle Learning Management System (LMS) v. 5.0 dashboard. |
Space | The learning space is hosted on Moodle LMS v. 5.0. Students interact through discussion boards, real-time chatrooms, and group channels. All video lectures have captions in English and Portuguese, and written transcripts are available. Deaf students use the integrated sign-language interpreter box, while autistic students can access a “low sensory” interface mode that simplifies visual stimulation, and people with ADHD may customizable alerts to reduce unnecessary notifications and visual distractions. Although asynchronous, students often use WhatsApp, Discord, and Instagram group chats to communicate outside the platform. They access the course using laptops, tablets, and mobile phones from their home, university, or shared co-working spaces. |
Culture | Nationalities represented in the course include Portugal (6 students), Brazil (5), Egypt (4), India (4), the U.S. (3), South Korea (3), and Nigeria (3). Cultural references, humor, and attitudes toward feedback vary—some students prefer peer praise, while others value direct, instructor-driven feedback. As cultural factors may affect students’ comfort with social visibility [130], status rewards (like points, badges, or leaderboard positions) can be configured as either private or public. |
4.2. Heuristics and Framework for Gamification Evaluation and Comparison
5. Conclusions
6. Limitations and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Principle | Description |
---|---|
Integration | List all the game elements that are being used and describe their features. |
Emergence | Describe the interactions among these elements and the main objective of the whole gamification design, together with the motivational purposes of each interaction. Group the previous game elements integration. |
Synergy | Highlight the interaction between the gamified system and its context, listing the inputs and outputs of the system that are being gamified, considering different profiles of users related to contextual factors. Relate this interaction between the gamified system and its context with the previous grouping of game elements. |
Context | Describe the cultural, spatial, situational, and individual factors within the educational context that shape and are shaped by the gamified experience. Emphasize understanding of the specific environment and users. Use these data to formulate the previous profiles of users. |
Heuristics # | Definition | Example Application (Online University Course) | Examples of Game Elements and Practical Design |
---|---|---|---|
1 | Contextual Analysis and Alignment | Analyze students’ learning habits and time zones to adapt the module schedule and activities. | Timezone-adaptive challenges and asynchronous activities. |
2 | Pedagogical Complementarity | Gamify activities to complement lectures and group discussions rather than replace them. | Progress points based on assessments and group quests. |
3 | Inclusive and Accessible Design | Provide captions for all videos, ensure screen-reader compatibility, and include customizable visual instructions and notifications for deaf and/or autistic students, and people with ADHD (since participants with these profiles are included in the hypothetical course). | Closed captions, image-based instructions, and text-to-speech tools. |
4 | Equity-Centered Gamification | Design missions that celebrate cultural diversity and allow all students to contribute equally, regardless of ability. | Quizzes about different cultures’ features, fostering cultural understanding and integration. |
5 | Motivation Across Contextual Scales | Include goal-setting dashboards and reflection tools that help students align personal goals with the course outcomes. | Personalized learning paths, goal-tracking meters, and digital journals. |
6 | Meaningful Integration of Game Elements | Combine all game elements through a narrative that aligns all interactions in a meaningful way with avatars to represent student diversity. | Narrative-based modules and avatars with cultural and sensory customization allow players to immerse themselves in diverse cultural stories while personalizing their avatars with culturally relevant features, fostering inclusivity by enabling users to explore and blend different cultural backgrounds through interactive and customizable experiences. |
7 | Emergence and Systemic Evaluation | Monitor the combined effects of all game elements to ensure that engagement is due to the system’s design, not just one popular element. | Analytics dashboard tracking user engagement across various features and activities within the digital platform and course, including metrics such as completed tasks and time spent on different screens. |
8 | Synergistic Design for Different Profiles | Create a system where challenges, feedback, points, narrative, and possible team formations can enhance both learning and social integration. | Cross-cultural quests, peer-recognition points, avatars, and guild formation allow students to create teams, collaborate on activities, and interact with one another directly within the platform through a narrative. |
9 | Adaptive and Iterative Configuration | Allow automated feedback loops where difficulty and rewards are dynamically adjusted by artificial intelligence based on collective input over time. Permit privacy configuration for status visibility. | Dynamic challenge levels, unlockable rewards based on feedback, automated difficulty adjustments of questions, and privacy configuration. |
10 | Aesthetic and Expressive Coherence | Use visually balanced interfaces, with a clear separation of primary learning tasks and secondary elements in screen display, consistent iconography, and personalized themes to reduce cognitive overload. | Minimalist user interface themes, icon-based navigation, and soothing color palettes. |
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Coelho, F.; Abreu, A.M. Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning. Multimodal Technol. Interact. 2025, 9, 70. https://doi.org/10.3390/mti9070070
Coelho F, Abreu AM. Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning. Multimodal Technologies and Interaction. 2025; 9(7):70. https://doi.org/10.3390/mti9070070
Chicago/Turabian StyleCoelho, Franz, and Ana Maria Abreu. 2025. "Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning" Multimodal Technologies and Interaction 9, no. 7: 70. https://doi.org/10.3390/mti9070070
APA StyleCoelho, F., & Abreu, A. M. (2025). Systemic Gamification Theory (SGT): A Holistic Model for Inclusive Gamified Digital Learning. Multimodal Technologies and Interaction, 9(7), 70. https://doi.org/10.3390/mti9070070