Definition:
The application of game-like elements such as points, levels, rewards, streaks, and challenges to non-game contexts, often to influence behaviour, increase engagement, or extract ongoing participation.
Usage Context:
Commonly used in apps, workplaces, education platforms, fitness tracking, loyalty schemes, and social media systems that aim to encourage repeated use or compliance.
Critical Note:
While gamification can support motivation and learning when transparently and ethically applied, it is frequently used to bypass informed consent by exploiting reward systems rather than addressing genuine user needs or goals.
