Gamification can be defined as the use of game components in non-ludic contexts, and has become a crucial element in the field of behavioral learning. The present work aims to make a systematic review of the main components and its application of gamification in the social environment. To obtain the results, two of the most important scientific databases were consulted: Scopus and Web of Science. 136 articles published between 2011 and mid-2016 under the title Gamification were extracted and reviewed. The results of this study demonstrate how gamification has been gaining importance in the social field and that the use of game components increase motivation and commitment. It shows how gamification uses individual and/or group rewards to achieve proposed objectives; being successfully implemented in education, health, services, and social learning. Finally, it suggests that the success of the gamification system is directly related to the context, the framework selected, and the interaction of the participants.
Gamification in the Social Environment: a tool for Motivation and Engagement