Through its educational virtues and its playful dimension, game is a powerful lever for raising awareness of complex issues. These past years this principle has taken on new importance thanks to the expansion of new technologies. Indeed, whether it is a competition, applications to help people discover a sector, serious games…, the frontier between the playful domain (game) and the serious domain (company or individual management, research, education, etc.) has become blurred.
More recently, there is a term that has been used especially for those applications which feature elements of games: Winning/losing, challenges and rewards/penalties. This term is gamification and refers to the meeting of the two universes.




