Several Destination Marketing Organisations, such as the Brazilian Tourist Board, have
established mobile marketing strategies to attract audiences and following trends. Gamification
has gained space to bring customers through advertising and entertainment. The aim of this
paper is to analyse the structure of the game Brazil Quest, an application developed to harness
the potential of gamification in tourism. The research is based on theories related to destination
marketing, gamification, and gaming development, and the analysis of five levels of game
design elements. Among the main results, the game Brazil Quest can be classified as an
entertainment or a hobby game, able to entertain tourists for a short period of time. However,
the focus on tourism is not well developed, undermining the purpose of the game. The positive
aspects are related to the project that is well built, with graphics and music that encourage the
player to learn more about Brazil.