This document discusses gamification, which refers to using game design elements in non-game contexts to promote engagement and desired behaviors. It provides examples of using gamification in education, workplaces, and for motivating behaviors like learning. The document notes that gamification aims to engage people and motivate action through elements like quests, rewards, rankings, levels, and social profiles within communities. It predicts that gamification will grow significantly in industry in the next few years and discusses some current uses in fields like retail, healthcare, and human resources to recruit and train employees.