**4. Can we combine games, gamification, and ludification?**

Digital media, such as computer games, have an inherent ludic dimension that is related to multimediality, virtuality, interactivity, and connectivity [7], making the computer-game platforms ideal for the application of all of the above theories. However, creating a successful experience that combines all of the above is not a task that can be simply implemented in a straight forward manner as the most important aspect of the game is the "*flow*" condition that needs to be achieved, where according to Csikszentmihalyi's words: "*flow is a state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will continue to do it even at great cost, for the sheer sake of doing it.*" At this point, it is important to note the power of transmedia storytelling, a term introduced by Henry Genkins [28] that can be introduced within the game world scenario, which may act as the "gluing" material between the three components: games, gamification, and ludification.
