Gamification Application Domains Enterprise: Many industries such as sales, customer service, marketing and others face a common challenge in making work more fun and interesting in order to boost performance. Loyalty rewards programs and airline frequent flyer programs are a couple of early examples but gamification is spreading rapidly into the business sphere. Gamification has proven an extremely effective tool for several reasons. First, it makes the tedious task of data entry more rewarding and increases company transparency by creating leaderboards, celebrations and other activities on TV screens throughout offices when key tasks are completed. Second, it builds great company culture by recognizing and rewarding performance. Third, it makes everyday work tasks more fun by allowing real-time competitions based on data. For example, a company may have its sales reps compete on number of meetings booked or offers sent and reward the winner with lunch, a bottle of wine, or sports tickets. People who feel recognized are more engaged and people who are more engaged deliver better results for their employers. Click the following link to teleport to the area with the application example: [Gamification Example (Landmark to the Industry Example Area)] Education: Many Gamification strategies are already widely adopted in the education process: small rewards for completing homework, scoring well on tests or submitting assignments on time. These small rewards. Gamification can make it much easier for trainers to get/send feedback on performance and also more rewarding for students to do tedious tasks like book readings or homeworks. Many schools and even some colleges and universities are turning to gamification as a way to track performance, identify aptitude, provide rapid feedback and challenge participants to learn more. Gamification is usually also a great way to help young children adapt to using technology. As technology advances, however, many companies are developing new and better ways of gamifying the classroom and are witnessing quite incredible results as students find it more fun to learn. There are many commercial or open Learning Management Systems and Environments that allow trainers to integrate various Gamification scenarios in their courses. Other environments resemble actual Games but their content and objectives are educational. For example, a popular idea is emulating a Role Playing Game. Another popular idea is using 3D Virtual Worlds to host learning material and educational scenarios. https://www.edutopia.org/blog/gamification-in-education-vicki-davis Health and Fitness: Everyone wants to stay fit and healthy, but sometimes we lack the inner motivation or self control to really follow through. There are many applications on mobiles that utilize Gamification strategies to make it easier for people to track nutrition goals, exercise, and even quit smoking. Using rewards and points to provide feedback on performance, millions of people are taking traditional fitness programs digital. Web Sites & Social Media: Many websites and platforms, including forums, blogging & microblogging and social networking sites, use various forms of Gamification to engage their visitors and subscribers and motivate them to participate and be more active. For example forums have various score indexes regarding the user' participation and may offer badges or other rewards. Social networking sites have also been extensively used as a powerful marketing tool, through the application of various Gamification strategies. There are many more application domains and it is expected that the Gamification trend will continue to expand, since newer generations are raised with technology and apps from an early age. Read Also: [Gamification Strategies (Notecard)] [Gamification Startups (Notecard)]