Whether they are serious, virtual, paper, business, frivilous, or whatever, games are heavily invested in time, expertise and development to the end that the player keeps playing. The techniques of gamification are effective because they engage and activate behaviours. Just as engaged, active players keep playing...
Dynamics are the big picture, sometimes called the grammer of the game.
Establishing the dynamics in game design means making decisions about the nature and purpose of the game that will define all your decisions afterwards about which elements you will use and how.
If you cobble together different game mechanics and components, without clear and purposeful decisions about dynamics, you're going to get a disjointed, confusing and ultimately ineffective game experience.
Mario has one narrative: Princess Peach has been kidnapped and he, the humble plumber, must rescue her from the fearsome Bowser. The narrative dynamic opens into the emotive dynamic of heroism.
Here we see what was an innovative idea at the time, which was so successful that now we take it for granted.
A simple matching game like Candy Crush Saga offers a few advantages - you can make near infinite levels in the basic gameplay by slightly altering one variable in the algorithm.
But here's the problem - you're not actually changing the game that much, so playing the same kind of game over and over again does not engage and retain players -you feel like you're stuck in a loop.
What Candy Crush Saga did was simply arrange the levels as stages on a journey through a graphic map interface. Now, the player is not looping through the SAME game, but moving down a path - looking down "where it bent in the undergrowth" beckoning the player to take just one more step, or to return to the game after a break to see 'what's new'.