Abstract
Educational gamification has become increasingly popular in recent years. Its goal is to change people's thinking and behavior in a variety of areas, including health, work, and media. On the other hand, gamification to actually promote behavioral change in response to social issues (hereafter referred to as " gamification for addressing social issues ") also exists but is said to be under-researched. The aim of this study is to identify the requirements for implementing for social implementation of gamification for addressing social issues. Through the development and experimentation of "Poker Rally on Smartphones," it was discovered that it is not necessary to create a game from scratch, as utilizing existing game rules alone can still lead to expected behavioral changes.