noun gam·i·fi·ca·tion \ˌgā-mə-fə-ˈkā-shən\

Definition of gamification

  1. :  the process of adding games or gamelike elements to something (as a task) so as to encourage participation


play \ˈgā-mə-ˌfī\ intransitive verb,




Easy-to-use Web- and mobile-based learning platforms … take the boredom out of long training sessions by gamifying the entire process. A training manual is replaced by an interactive game that allows participants to win awards and be acknowledged. — J. J. Rosen

gamification was our Word of the Day on 06/30/2014. Hear the podcast!

Did You Know?

The basic concept of gamification isn't new, but the word itself is a 21st-century addition to the English lexicon. The word refers to the incorporation of game elements, like point and reward systems, to tasks as incentives for people to participate. In other words, gamification is about making something potentially tedious into a game. Gamification is effective because it taps into people's natural desires for competition and achievement. Teachers, managers, and others use gamification to increase participation and improve productivity. Gamification is also often an essential feature in apps and websites designed to motivate people to meet personal challenges, like weight-loss goals and learning foreign languages; tracking your progress is more fun if it feels like a game.

Origin and Etymology of gamification

1game + -ification

First Known Use: 2010

Seen and Heard

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a rounded knoll or a ridge of ice

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