This article discusses Tinder's game design elements, its variable rewards, and the power relations between Tinder and its users that permeate the app.
Through gamification it is possible to work on a more engaging way of learning and to truly let learners use their creative potential. Nevertheless, we should keep in mind that using gamification is highly contextualized.
This article explains the functionalities of the Digital little red book or Xuexi Qiangguo with the concept of gamification and its sociopolitical implications on governmentality.