Gamification has been around for many years. Around early 1900s companies offered free gifts with multiple purchases. But gamification gained the name near the start of 2000, around 2010. Its been a growing part of modern business. In 2013 gamification was described as the hottest business buzzword (McCormick, 2013). Its not just a buzzword; the gamification market is forecast to be worth $5.5 billion annually by 2018, according to Markets and Markets. Gamification is used in diverse contexts such as retail, health and wellbeing, education. SAP used games for educating its employees on sustainability, Unilever uses it for training, Hays for hiring recruiters and Khan for online education. Organisations can see the outcomes like performance, employee engagement and retention, according to (Aberdeen, 2013). According to the analysts, gamification will be used in 25 percent of redesigned business processes by 2015 (Burke B. , 2012) will grow to more than a $2.8 billion business by 2016, and will have 70 percent of Global 2000 businesses managing at least one gamified app
lication or system by 2014 (Inc, 2011). The main goal of gamification is to increase the users engagement by using game like features like scoreboards, personalized fast feedback (Flatla, 2011)making the employees feel more ownership and purpose when engaging with tasks (Pavlus, 2010). Gamification is using game elements in the activities that are supposed to raise motivation, but for that to happen, we need to pay attention to the integration of tasks and exercises within the game design (Luis von Ahn, 2008). It also is a way to socially interact with other participants and they naturally respond in social ways and follow social rules like take turn (Fogg, 2002). Routine activities tend to bore employees hence activities combined with games can motivate people effectively (Chrons, 2011). Gamification is now used in education too. According to Gartner Group, gamification will be a key trend that very CIO, IT planner and enterprise architect must be aware of as it relates to business (Group, 2011). It has already been added to Gartner Hype Cycle for 2011 (Group, 2011).