gamification  in  the  education  context,  always 
seeking  to  provide  a  fun  and  challenging 
environment  for  students,  for  instance  Morey  et  al. 
(2016), Schäfer (2017), Azmi et al. (2016), Heryadi 
and Muliamin (2016). 
In  the  area  of  Health,  Alimanova  et  al.  (2017) 
describe  the  use of  gamification with  virtual reality 
technology for hand rehabilitation, in a way to make 
the  rehabilitation  process  more  effective  and 
motivating  for  patients.  Aiming  the  promotion  of 
healthy  activities  to  treat  obesity,  Wen  (2017) 
integrates  gamification  and  social  network  features 
in  a  mobile  application.  Other  work  regarding 
obesity,  by  Adaji  and  Vassileva  (2017),  uses 
gamification  to  influence  consumers  to  purchase 
healthier foods in e-commerce. 
García et al. (2017) argue that the application of 
gamification  in  Software  Engineering  is  promising. 
Software projects can be seen as a set of challenges 
that  need  to  be  fulfilled,  for  which  some  skills  and 
collective  effort  are  required.  They  propose  a 
framework for gamification in software engineering 
development.  The  framework  is  composed  of  an 
ontology, a methodology guiding the process, and a 
support  gamification  engine.    The  gamification 
engine  receives  all  the  interactions  of  developers 
with  their  working  tools;  it  then  evaluates  them  to 
determine if they deserve a reward, according to the 
set of gamification rules specified by the designer of 
the  gamified environment. The  gamification  engine 
stores  a  log  of  all  the  actions  completed  by  each 
person,  the  gamification  rules,  and  the  rewards 
corresponding  to  each  action.  The  framework 
provides  a  complete  solution  for  applying 
gamification  but  it  is  specific  to  Software 
Engineering development. 
Herzig  et  al.  (2012)  present  an  architecture  for 
gamification  within  enterprise  systems.  They  reuse 
prior research on system architectures, e.g., service-
oriented  and  event-driven  architectures.  They 
implemented  the  proposed  architecture  in  a 
prototype  to  demonstrate  its  feasibility.  The 
architecture  is  a  useful  model  but  it  is  limited  to 
enterprise systems domain. 
Böckle et al. (2017) have conducted a systematic 
literature  review  that  identifies  main  issues  and 
challenges in the literature on adaptive gamification. 
The  performed  analysis  provides  some 
contributions:  a  conceptual  matrix  of  adaptive 
gamification design that identifies major dimensions 
of  current  approaches  and  classifies  them 
accordingly;  a  thematic  overview  where  the 
identified  literature  and  their  related  studies  are 
assigned  to  the  designated  areas;  identification  of 
research  challenges;  and  a  proposal  of  a  research 
agenda. The analysis is comprehensive and presents 
many related issues; however, adaptive gamification 
is not focus of our investigation. 
Most applications of gamification are commonly 
systems  specialized  in  a  given  goal  or  area. 
Therefore,  those  systems  are  hardly  replicable 
outside  them.  Kazhamiakin  et  al.  (2016)  deal  with 
the  possibility  of  replication by  proposing  a  way  to 
design gamification in smart cities. However there is 
a lack of a multipurpose system that can be applied 
to many contexts.  
In  this  paper,  we  present 4DWin,  a  system  that 
allows  customization  of  distinct  gamified 
experiences.  The  system  has  a  set  of  predefined 
game elements, giving the users the ability to create 
their  own  gamified  experiences  from  scratch  in  an 
easy manner. This approach is especially interesting 
to  informal  groups  (Counts,  2007;  Schuler  et  al., 
2014;  Ferreira  et  al.,  2017),  which  come  together 
online to perform work or social activities, fostering 
engagement,  commitment  and  participation  through 
gamification.  Here,  we  also  validate  the  proposed 
system  by  applying  it  in  different  contexts  in  an 
experiment to analyze its usability and flexibility. 
Section  2 describes  the  multipurpose  system  for 
designing gamified experiences. Section 3 describes 
how  we  evaluated  the  proposed  system.  Section  4 
presents conclusions and future work. 
2  TOWARDS A MULTIPURPOSE 
SYSTEM TO SUPPORT 
GAMIFICATION 
In  this  section  we  explain  the  characteristics  of  a 
generalized  gamification  that,  together  with  a 
process  to  customize  gamified  experiences,  are  the 
foundation  for  the  development  of  the  4DWin 
system  to  support  gamification  in  contexts  defined 
by users. 
2.1  Generalized Gamification 
The concept of generalized gamification is a way to 
create  gamified  experiences  that  is  not  particularly 
tied to any particular context. It gives the users the 
ability  to  create  the  content  of  their  own  specific 
experience by using a predefined system. Below we 
characterize  the  differences  between  a  generalized 
gamification  system  and  the  usual  applications  of 
gamification,  which  are  going  to  be  referred  to  as 
specialized. We focus on the following topics: roles,