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The purpose of this study is to better understand higher education faculty perceptions of and experiences with gamification with respect to online learning. There is a lack of literature that discusses faculty perceptions of and experiences with gamification. This study uses the theory of technology acceptance model (TAM) as the theoretical foundation to inform the study. It is a descriptive qualitative study that uses semi-structured, open-ended survey questions to collect the data. The data will be analyzed using the Three-Cycle approach to data analysis by Saldana (2016).