Gamification in Asian Classrooms I've been thinking about how to improve attendance in my classes as well as how to get my students do the expected work outside of class. I've tried a lot of sticks but the weak students care very little and I end up failing what seems like too many of them.

Lately, my mind has turned to gamification (that is, using elements of the gaming world such as badges, points, and similar things used even here on SE sites) to encourage student engagement.

While reading in English, a lot of what I found is about students in western countries. There has been plenty of research showing that there are significant differences introduced by culture, and to paraphrase Blaise Pascal, what is true in one country is false in another.

Since I teach in Asia, I'm wondering if anyone knows of any studies (or has any experience) using gamification in Asia to improve students' performance.
While not exactly an answer to your question ...

I should start by saying I am not an expert in the field of education or learning sciences, but it appears your gamificiation strategy is based upon extrinsic motivators. In my opinion, Malone and Lepper (1987) make a pretty clear case that intrinsic motivators are the way to go. Therefore, asking a question about how to optimize extrinsic motivators seems like a premature optimization problem. The framework that Malone and Lepper (1987) set out with individual motivators (challenge, curiosity, control and fantasy) and interpersonal motivators (competition, cooperation, and recognition) seems like it should be universal, although how to achieve those motivators, and the relative strengths of them, will likely vary with culture.