**2.2 Gamification and edutainment**

Nowadays, the most common definition comes from Deterding in 2011, which says: "Gamification is the use of game design elements in non-game contexts" [17]. The concept of gamification in the public mind appeared in the early 2000s and has become popular since 2010, but its origins can be traced far back.

Fuchs [18] found examples of the use of gamification in the army dating back to early Roman times.

#### *Innovative Methods in Computer Science Education DOI: http://dx.doi.org/10.5772/intechopen.109708*

Zichermann and Linder [19] give an example of how Napoleon used gamification in 1795 when he organized a nationwide puzzle with a reward of 12,000 francs to solve the problem of storing food supplies for war. Thanks to the game, even before Pasteur, master chef and pastry chef Nicolas Appert invented the pasteurization process, which allowed food to remain fresh for more than 4 months.

The ancestor of today's widespread loyalty programs is the Green Stamps scheme, implemented by S&H in 1896 [20], which allowed customers to collect green stamps and points in a point-collecting book. When the book was full, customers could redeem it for various interesting products.

Two very important concepts appear in the definitions of gamification: game elements and game mechanisms, which are often called game design techniques. Game elements refer to tools taken from traditional and video games and game mechanisms to the application of the operating principle.

Of course, tools will only work effectively if the mechanisms of a game are given: a game is voluntary, promising success, transparent, and properly delimited (providing proper time).

The "out-of-game context" term in the definition implies that the purpose of the game is different from that of gamification. The biggest difference between game and gamification is that a game is an activity providing entertainment or amusement whereas the purpose of gamification is to do something to achieve a predefined goal in real life.

One interesting subset of gamification is edutainment, which is "a portmanteau combining the words 'Education' and 'Entertainment'. It is delivering information and knowledge by means of entertainment for making it enjoyable" [21].

This term was first used by The Walt Disney Company in 1948 to talk about the "True Life Adventure" series [22].

Edutainment technology comes in many forms. A streaming video platform or a prepackaged learning product can be categorized as edutainment if it has both entertainment and educational value. Edutainment is very much an issue in developing modern digital and hybrid curricula for the classroom, and for supplementary educational use [23].
