Mazarakis, AthanasiosVoit, ThomasMarky, KarolaGrünefeld, UweKosch, Thomas2022-08-302022-08-302022https://dl.gi.de/handle/20.500.12116/39079The “Gam-R – Gamification Reloaded” series hosts a regular international workshop on gamification and related topics. Gamification as a scientific concept for using game-like elements in a non-game context [3] is here to stay [7–10]. The results of the past four workshops were summarized to identify current and future gamification trends and form the basis for the new focus of the workshop. Among other areas, gamification can, from a scientific perspective, help to improve the motivation for education, engage with healthrelated aspects, support sustainable consumption, and improve customer loyalty.enGamificationGame-based LearningGame-Based LearningSerious GamesPervasive Games5th International Workshop "Gam-R – Gamification Reloaded"Text/Workshop Paper10.18420/muc2022-mci-ws08-115