Definition of gamification in US English:

gamification

noun

  • The application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.

    ‘gamification is exciting because it promises to make the hard stuff in life fun’
    • ‘If you think about your own life, I bet that you can easily find examples of gamification that have motivated you to do something.’
    • ‘Gamification has plenty of critics, and the debate over its future could become an epic battle.’
    • ‘"With gamification, we'll find boring things fun, like paying our taxes, getting regular checkups, buying groceries or checking the weather," she says.’
    • ‘Before the conference, he spoke about why gamification has become a hot topic at the White House.’
    • ‘Gamification is simple common sense - why not apply decades of games industry design and experience to non-game businesses and software in order to attract users?’
    • ‘This overt gamification, with its messages that pop up in the middle of battles and post-mission reports on your progress, does initially feel a bit strange.’
    • ‘In a recent interview he discussed the rise of social gaming, how "gamification" is seeping into other industries.’
    • ‘Do you want to use gamification for your website but have no idea how?’
    • ‘By 2015, a recent report projects that over 70% of the Global 2000 (the world's largest companies) will be using gamification.’
    • ‘Right now, it seems that everyone is talking about how to get into gamification, but without considering how to get out of it.’

Pronunciation

gamification

/ˌɡeɪmɪfəˈkeɪʃən//ˌɡāmifəˈkāSHən/