Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter

Lobna Hassan, J. Tuomas Harviainen, Juho Hamari

Research output: Chapter in Book/Report/Conference proceedingConference contributionScientificpeer-review


The design of an engaging educational experience is a challenging endeavor. Various attempts have been made to gamify education as means to improve learner engagement and learning outcomes, yet the search for more engaging and effective educational designs continues. This pursuit can borrow inspiration from the fruits of popular media; namely from, e.g. the global, sensational school of magic education: Hogwarts, as described in the Harry Potter novel series by J. K. Rowling. In this paper we investigate the research question: What can we determine about gamified education at Hogwarts and what implications can gamifying education have? We employed a textual analysis method and coded evidence of gamified education in the first novel in the popular media series: Harry Potter and the Philosopher’s Stone. We identified overlaps between the design of Hogwarts and the gamification design practices that attempt to cultivate learner engagement through the self-determination theory, competition, collaboration, clear rules, roles, badges and aesthetics. This work hence enriches the discussion of the possible positive and negative consequences of gamification in education. Moreover, this treatise functions as a cultural commentary on the interaction between artefacts of popular media and what we perceive as virtuous in the different walks of life.
Original languageEnglish
Title of host publicationProceedings of the 2nd International GamiFIN Conference (GamiFIN2018), Pori, Finland, May 21-23, 2018
EditorsJonna Koivisto , Juho Hamari
Number of pages10
Place of PublicationPori
PublisherGamification Group
Publication date2018
Publication statusPublished - 2018
MoE publication typeA4 Article in conference proceedings
Event2018 the 2nd International GamiFIN Conference - Pori, Finland
Duration: 21.05.201823.05.2018

Publication series

NameCEUR Workshop Proceedings
ISSN (Electronic)1613-0073


  • 113 Computer and information sciences
  • 512 Business and Management


Dive into the research topics of 'Enter Hogwarts: Lessons on how to gamify education from the wizarding world of Harry Potter'. Together they form a unique fingerprint.

Cite this