The gamification of governance – claims this paper – shows great potential to foster civic engagement and encourage participation in policy-making. The data around the general publics’ response and perception to game-design incentives are encouraging. Yet – argues this paper – gamification is not without risks. Various challenges are posed by gamified policy-making, particularly with regards to security and inclusiveness (i.e. do gamified policies conform to recognized security and privacy standards? Are they sufficiently inclusive?). Additionally, concerns surround the quality of public’s response to gamified incentives (i.e. is gamification merely encouraging low-risk/low-cost engagement, or does it genuinely drive public participation, both online and offline?). Questions have also been raised about the longevity and duration of engagement – are game-design elements fostering long-term, durable, civic engagement, or do they merely encourage one-time, occasional, participation? This paper develops around five concepts that are key to understanding the link between gamification with civic engagement and public sector’s innovation. The first is “Reputation”, followed by “Automation” and “Structure”. The fourth and fifth consist of “Nudging” and “Crowdsourcing”, respectively. Alongside the analysis of these concepts, and their respective interplay, the paper provides an empirical account of efforts to ‘gamify’ public policies, at both national and supranational levels; it illustrates the outcomes that public regulators expect from efforts with gamification; and it considers the weaknesses, both practical and theoretical, related to the use of