I would like to provide a further support to your idea... Have you ever read anything about the ELM (Elaboration of the likelihood Model)? This is a learning theory that identifies two different route for persuasion:
- Peripheral Route: for example activates when you are having fun learning (as in a game) - Central Route: for example actives when the receiver is highly motivated to learn and has the capability to learn
The gamification is activating the Peripheral route. Now you just have to understand if this kind of learning is appropriate for your target audience.
Have a look at this: http://en.wikipedia.org/wiki/Elaboration_likelihood_model