Gamification is a new trending popular topic in the market. I think it stems from the strong influence that games have on consumers in terms of other types of games such as Playstation, Xbox users, etc. Using gamification as a learning technique is a briliant idea when it comes to education because it keeps the learner's attention because their relating their experiences to fun. When people are having fun it can become a more positive learning experience.
The Case Gameful experience suggest positive experiences in terms of gamification. In this case the users overall experience is primarily based on their gameful experience. A good gameful experience typically results is a positive experience. The goal of gameful experiences is to motivate it's users and encourage them to keep coming back. The six dimensions of gameful experience includes enjoyment, absorption, creative thinking, activation, absence of negative affect, and dominance.
Johan Hogberg et al. The Gameful Exprience Questionnairre. 2019.