1. A computer-implemented method executed by one or more computing devices for dynamic gamification over a computer network, the method comprising: creating, by at least one of the one or more computing devices, a network of statistical models associated with a real life situation; modifying, by at least one of a player and a moderator using at least one of the one or more computing devices, a predefined parameter of a first statistical model; triggering, by at least one of the one or more computing devices, a modification subsequently in a second statistical model, the second statistical model being related to the first statistical model; and deciding, by at least one of the one or more computing devices, an outcome of the gamification based at least in part on the modifications of the first statistical model and the second statistical model.