Exploring Gamification In The Public Sector Through The Octalysis Conceptual Model V. Yfantis 1 , D. Tseles 2 1 Dpt. of Computing, Luleå University of Technology, Luleå, Sweden Tel: + 46 920491169, Fax: + 46 920491399, E-mail: Byfantis@yahoo.com 2 Dpt. of Automation Engineering, Piraeus University of Applied Sciences, Aigaleo, Greece Tel: +30 2105381200, Fax: +30 2105451123, E-mail: dtsel@teipir.gr The current study explores the use of the gamification in the public sector. The Octalysis framework is used as a tool to detect the game elements in the public platform and evaluates their performance in terms of implementation. 1. Introduction to Gamification Gamification is a term which refers to the inclusion of game elements in non gaming framework (Huotari & Hamari, 2012).The application of gamification includes the adoption of gaming elements such as achievement symbols, status points, levels, progress bars and other elements. The outcome of the gamification’s implementation depends on the context of its use. Hamari, Koivisto and Sarsa published a paper where they review the empirical studies of gamification in several contexts (Hamari, Koivisto, & Sarsa, 2014). According to their research, gamification is applied in 9 different contexts: Commerce (Hamari J. , Transforming Homo Economicus into Homo Ludens: A Field Experiment on Gamification in a Utilitarian Peer-To-Peer trading service, 2013), Education (Cheong, Cheong, & Filippou, 2013), Health (Hamari & Koivisto, 2013), Intra-organizational systems (Farzan & Brusilovsky, 2011), Sharing (Montola, Nummenmaa, Lucero, Boberg, & Korhonen, 2009), Sustainable consumption (Gustafsson & Bång, 2008), Work (Flatla, Gutwin, Nacke, Bateman, & Mandryk, 2011), Innovation (Jung, Schneider, & Valacich, 2010), Data gathering (Downes-Le Guin, Baker, Mechling, & Ruylea, 2012). The scholars mention that in general, gamification has successfully affected the 9 sectors, except education where the adoption of gamification causes issues such as increased competition and task evaluation. According to Yongwen Xu, gamification consists of four components (Yongwen, 2011): 1. Game 2. Element 3. Non Game context 4. Design. These four components were explored further by other scholars who tried to define them (Sailer, Hense, Mandl, & Klevers, 2013) (Deterding, Dixon, Khaled, & Nacke, 2011): Game: Refers to the act of playing towards achieving goals and limited by rules. Element: The component of games that could be used in gamification. Non Game context: The area of application of gamification. Design: The structure of the gamification