Gamification in its present digital form is a very new subject. According to Gamification.org, the term only dates back to 2004 and didn’t enter wide use until 2010.
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Gamification is the use of game elements like points and rewards to increase engagement, acknowledge loyalty or competence and make life easier and more fun. Critics often regard it in isolation, forgetting the dull and even adversarial reality it is meant to enliven. But the opposite of engagement is not lack of engagement. The opposite of engagement is repulsion. With that in mind, I’d like to offer an example of a recent experience I wish had been gamified.