Gamification is widely used in digital learning. However, most systems neglect age-related differences. This paper investigates how gamification can be designed in an age-aware way to address learners' diverse motivational and cognitive needs. Based on a targeted literature review, we present a mapping of age groups, mechanics, and effects. Furthermore, we derive five design principles for age-specific gamification and identify three technical patterns for implementation in multimedia learning environments. The results indicate that gamification is not universally effective, but rather requires a differentiated design to support engagement and inclusivity across the lifespan.
@article{arxiv.2512.15630,
title = {One Size Doesn't Fit All: Age-Aware Gamification Mechanics for Multimedia Learning Environments},
author = {Sarah Kaißer and Markus Kleffmann and Kristina Schaaff},
journal= {arXiv preprint arXiv:2512.15630},
year = {2025}
}