Marketing In November, 2011, Australian broadcast and online media partnership
Yahoo!7 launched its
Fango mobile app/SAP, which TV viewers use to interact with shows via techniques like check-ins and badges. Gamification has also been used in customer loyalty programs. In 2010,
Starbucks gave custom
Foursquare badges to people who checked in at multiple locations, and offered discounts to people who checked in most frequently at an individual store. Gamification also has been used as a tool for
customer engagement, and for encouraging desirable website usage behaviour. Additionally, gamification is applicable to increasing engagement on sites built on
social network services. For example, in August, 2010, the website builder DevHub announced an increase in the number of users who completed their online tasks from 10% to 80% after adding gamification elements. On the programming
question-and-answer site Stack Overflow users receive points and/or badges for performing a variety of actions, including spreading links to questions and answers via
Facebook and
Twitter. A large number of different badges are available, and when a user's
reputation points exceed various thresholds, the user gains additional privileges, eventually including moderator privileges. Gamification can be used for
ideation (structured
brainstorming to produce new ideas). A study at
MIT Sloan found that ideation games helped participants generate more and better ideas, and compared it to gauging the influence of academic papers by the numbers of citations received in subsequent research.
Health Applications like
Fitocracy and
QUENTIQ (Dacadoo) use gamification to encourage their users to exercise more effectively and improve their overall health. Users are awarded varying numbers of points for activities they perform in their workouts, and gain levels based on points collected. Users can also complete quests (sets of related activities) and gain achievement badges for fitness milestones. Health Month adds aspects of
social gaming by allowing successful users to restore points to users who have failed to meet certain goals. Public health researchers have studied the use of gamification in self-management of chronic diseases and common mental disorders, STD prevention, and infection prevention and control. In a review of health apps in the 2014 Apple
App Store, more than 100 apps showed a positive correlation between gamification elements used and high user ratings.
MyFitnessPal was named as the app that used the most gamification elements.
Work Gamification has been used in healthcare, financial services, transportation, government, and others. Game elements, such as experience points (XP), badges, and other progress indicators, have been shown to enhance user engagement and productivity in business learning programs. Gamification can enhance employee engagement, motivation, and skill development by incorporating elements such as challenges, progress tracking, and rewards. A 2023 meta-analysis of 41 studies involving 5,071 participants found that gamified approaches produce a large effect size on learning and engagement outcomes (Hedges'
g = 0.822, 95% CI: 0.567–1.078) compared to traditional methods. Google Trends data from 2019 to 2026 shows that search interest in workplace gamification for employee engagement reached an all-time high in early 2026, suggesting accelerating adoption across industries. However, gamification can also build resentment and drive unsafe personal behavior in the workplace, such as workers skipping bathroom breaks. The
ESP Game is a game that is used to generate image metadata. Google Image Labeler is a version of the ESP Game that
Google has licensed to generate its own image metadata. Research from the
University of Bonn used gamification to increase wiki contributions by 62%. In the context of online crowdsourcing, gamification is also employed to improve the psychological and behavioral consequences of the solvers. According to numerous research, adding gamification components to a crowdsourcing platform can be considered as a design that shifts participants' focus from task completion to involvement motivated by intrinsic factors. Since the success of crowdsourcing competitions depends on a large number of participating solvers, the platforms for crowdsourcing provide motivating factors to increase participation by drawing on the concepts of the game.
Education and training Gamification in the context of education and training is of particular interest because it offers a variety of benefits associated with learning outcomes and retention. Using video-game inspired elements like leaderboards and badges has been shown to be effective in engaging large groups and providing objectives for students to achieve outside of traditional norms like
grades or verbal feedback. Online learning platforms such as
Khan Academy and even physical schools like
New York City Department of Education's Quest to Learn use gamification to motivate students to complete mission-based units and master concepts. There is also an increasing interest in the use of gamification in health sciences and education as an engaging information delivery tool and in order to add variety to revision. A 2016 study found that gamification can help students learn more effectively, especially when they are motivated by curiosity or enjoyment of the learning itself. One study found that students who were more intrinsically motivated tended to benefit more from gamified learning, while those focused mainly on external rewards didn't respond as strongly. With increased access to
one-to-one student devices, and accelerated by pressure from the
COVID-19 pandemic, many teachers from primary to post-secondary settings have introduced live, online
quiz-show style games into their lessons. Gamification has also been used to promote learning outside of schools. In August 2009,
Gbanga launched a game for the
Zurich Zoo where participants learned about endangered species by collecting animals in
mixed reality. Companies seeking to train their customers to use their product effectively can showcase features of their products with interactive games like Microsoft's
Ribbon Hero 2. A wide range of employers including the
United States Armed Forces,
Unilever, and
SAP currently use gamified training modules to educate their employees and motivate them to apply what they learned in trainings to their job. According to a study conducted by
Badgeville, 78% of workers are utilizing games-based motivation at work and nearly 91% say these systems improve their work experience by increasing engagement, awareness and productivity. In the form of
occupational safety training, technology can provide realistic and effective simulations of real-life experiences, making safety training less passive and more engaging, more flexible in terms of time management and a cost-effective alternative to practice. Additionally, the combined use of virtual reality and gamification can provide more effective solutions in terms of knowledge acquisition and retention when they are compared with traditional training methods.
Technology design Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes; however, many modern systems have their use driven primarily by intrinsic motivations. Examples of such systems used primarily to fulfill users' intrinsic motivations, include online gaming, virtual worlds, online shopping, learning/education, online dating, digital music repositories, social networking, online pornography, and so on. Such systems are excellent candidates for further 'gamification' in their design. Moreover, even traditional management information systems (e.g., ERP, CRM) are being 'gamified' such that both extrinsic and intrinsic motivations must increasingly be considered. As illustration, Microsoft has announced plans to use gamification techniques for its
Windows Phone 7 operating system design. While businesses face the challenges of creating motivating gameplay strategies, what makes for effective gamification is a key question. One important type of technological design in gamification is the player centered design. Based on the design methodology
user-centered design, its main goal is to promote greater connectivity and positive behavior change between technological consumers. It has five steps that help computer users connect with other people online to help them accomplish goals and other tasks they need to complete. The 5 steps are: an individual or company has to know their player (their target audience), identify their mission (their goal), understand human motivation (the personality, desires, and triggers of the target audience), apply mechanics (points, badges, leaderboards, etc.), and to manage, monitor, and measure the way they are using their mechanics to ensure it is helping them achieve the desired outcome of their goal and that their goal is specific and realistic.
Authentication Gamification has also been applied to
authentication. Games have been proposed as a way for users to learn new and more complicated passwords. Gamification has also been proposed as a way to select and manage archives.
Online gambling The merging of gambling and gamification referred to as "gamblification" has been used to some extent by online casinos. Some brands use an incremental reward system to extend the typical player lifecycle and to encourage repeat visits and cash deposits at the casino in return for rewards such as free spins and cash match bonuses on subsequent deposits. == History ==