This study analyzes how gamification elements in social media can influence misinformation sharing, utilizing Uses and Gratifications (U&G) theory to assess user motivations. Findings from 286 participants indicate that elements fostering self-expression and interaction are most frequently used, while strategies like leaderboards and information-seeking motivations are less significant. The results aim to guide software engineers in designing applications that minimize misinformation dissemination by leveraging gamified features.