“The gods love those whom they keep children forever,” said Hungarian writer Jenő Heltai. For a long time, playing was seen as something only for kids.
Happily, that belief is fading. The board game industry—though young—is now a fast-growing sector serving an ever-greater adult audience. Board game clubs, publishers, events pop up like mushrooms. Companies run gamified events. Global brands like Coca-Cola and Nike have jumped in. Escape rooms, video games, and immersive virtual worlds are part of the picture too. Play has become synonymous with high-quality entertainment.
Why do we love games so much?
Games give you points, levels, rewards—and the chance to win. They motivate, connect people, and even support work (think training), social life (team building), and personal growth (coaching).
But they’re more than a bundle of clever tricks. Games are one of humanity’s oldest teachers. (Fun fact: the ancestor of the die was a sheep’s ankle bone with four distinct sides—used by ancient leaders for divination before battle.)
Play develops fundamental mental skills—planning, motivation, survival strategies—that help us thrive day-to-day. In a way, games are a psychological necessity. No wonder using them in work or learning is simply good for us.
So… what is gamification?
A short history
What gamification is not
Turning everything into a game world.
Playing unrelated games at work (Solitaire, anyone?).
Branded toys or game tie-ins (e.g. McDonald’s Happy Meal toys).
Full simulations or “serious games” that create an immersive game world—gamification adds game elements to real life.
Why it matters
Gamification’s superpower is making real-world projects more engaging—whether in business, environmental action, education, healthcare, or culture.
It taps into deep motivators, especially for digital-native generations who learn best through challenge and play. Tools are getting more sophisticated, from skill-building apps to behaviour-change campaigns.
One favourite example: ClassCraft (2014), an online role-playing classroom where students earn experience points instead of grades. Over one semester, engagement soared, and learning became a shared adventure.
In summary
Gamification works because it draws on intrinsic motivation and gives us back the joy of doing. It can highlight the value of learning, drive social change, and make complex systems feel approachable. Done well, it encourages systemic thinking, sparks action, and reframes challenges in a way people want to engage with.
The future? Even more experience-driven, playful, and connected—unfolding right in front of us.
Curious how gamification could work in your world? Let’s explore it together — you might be surprised how much play is already there.