**3. Success stories of gamification initiatives**

There are some experiences of serious games that fulfill this condition, according to Mejía and Londoño [40]: UnderSiege (2002) by Radwan Kasmiya (Afkarmedia), which makes it possible to understand the Arab–Israeli conflict; Matari 69,200 (2005) by Rolando Sánchez, which reproduces episodes of an armed confrontation in Peru; Estrecho Adventure by Valeriano López [41], which, through animation, narrates the adventures of a Maghrebi migrant in Spain; A Force More Powerful, by the International Center on Nonviolent Conflict; Food Force, by the United Nations World Food Programme; and Pulse! The Virtual Clinical Learning Lab, from Texas A&M University-Corpus Christi, which aims to simulate spaces, systems, and procedures for the learning of health professionals. Scape Room, created in 2007 in Japan [42]. Its implementation will require students to work in a coordinated way to overcome the challenge, making the team act cooperatively, putting creativity and critical reflection into practice.

These success stories demonstrate the potential of gamification to transform the learning experience and promote inclusion and belonging in the classroom.
