This document discusses gamification and its application to the Q-Tales project. The Q-Tales project uses gamification to engage users in collaboratively authoring interactive e-books for children. Gamification elements like missions, rewards, levels, and badges are applied to the collaboration platform, content collection, and authoring tools. Gamification is also integrated into the final e-books and apps to support learning through personalized profiles, feedback, and progression. The goal is to enhance the pedagogical value and introduce interactive learning activities for children users.