The concept of gamification, popular in the 2010s, implies that elements of a gaming situation are inherently playful and that it would be enough to export them to other situations to transform the latter.
However, several researchers have observed that this concept does not take into account the constant process of evolution of games in time and space.
Thus, with the proliferation of ludic phenomena and the development of new associated cultural constructions, the characteristics of games are constantly changing.
The term playfulness, introduced by Genvo in 2014, thus better defines the interactions that will be established between a social-cultural context of play and a play structure by considering the evolution of play forms in space and time.
Gamification is then the set of processes that will consist in bringing an object into the world of the game. It is a natural component of the game that makes it possible to transpose from one object to another, the same attitude of "player".
The game then becomes an experience each time unique and which can go beyond the "framework" in which the game is built, while the gameplay would depend on the ability of the players to adapt to the evolution of the games and to enrich them (Henriot, 1989).