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Gamification – the bridge between us

Gamification – the bridge between us

typewriter on paper gamification

Gamification – the bridge between us

13 minutes

2019. márc. 1.

Gamification

typewriter on paper gamification

Gamification – the bridge between us

13 minutes

2019. márc. 1.

Gamification

typewriter on paper gamification

Gamification – the bridge between us

13 minutes

2019. márc. 1.

Gamification

“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?

The term comes from “game” + “-fication” (“making into something”). That might sound like just “making things playful,” but it’s more.
Gamification means using game elements and design techniques in non-game contexts. Sebastian Deterding, a German mathematics professor, gave this now-classic definition in 2011. In practice: it’s a way to turn clunky learning or work processes into something effective, engaging, and even enjoyable.

It’s widely used online, especially in business and marketing, to deliver content or services in fresh, unexpected ways—loyalty programs, customer engagement, staff development.
Gamification isn’t about building an actual game. It’s about adding game mechanics to a real-world system, with the goal of boosting engagement, motivation, and user experience. Entertainment happens as a side-effect—because feeling engaged is fun.

Non-game context means: the goal isn’t the game itself. Maybe you want to learn a language, strengthen your team, or get a job. The game helps you reach that goal more easily—and enjoyably.
When done well, gamification captures attention, improves recall, and creates flow. It shapes communities and personalities, encouraging thinking together, showing up fully, and connecting. That’s why it’s loved in both corporate and educational worlds.

The term comes from “game” + “-fication” (“making into something”). That might sound like just “making things playful,” but it’s more.
Gamification means using game elements and design techniques in non-game contexts. Sebastian Deterding, a German mathematics professor, gave this now-classic definition in 2011. In practice: it’s a way to turn clunky learning or work processes into something effective, engaging, and even enjoyable.

It’s widely used online, especially in business and marketing, to deliver content or services in fresh, unexpected ways—loyalty programs, customer engagement, staff development.
Gamification isn’t about building an actual game. It’s about adding game mechanics to a real-world system, with the goal of boosting engagement, motivation, and user experience. Entertainment happens as a side-effect—because feeling engaged is fun.

Non-game context means: the goal isn’t the game itself. Maybe you want to learn a language, strengthen your team, or get a job. The game helps you reach that goal more easily—and enjoyably.
When done well, gamification captures attention, improves recall, and creates flow. It shapes communities and personalities, encouraging thinking together, showing up fully, and connecting. That’s why it’s loved in both corporate and educational worlds.

Frigyes Schőberl on stage
Frigyes Schőberl on stage
Frigyes Schőberl on stage

A short history

British developer Nick Pelling first used the term in 2002 and set up his company Conundra to integrate gamified tools into other platforms. By 2010, the approach had global traction. Major companies—Coca-Cola, Nike, Microsoft, Samsung, eBay, American Express—saw its potential early on.

You’ve probably experienced it without realising: a “collect & win” promo, an employee reward program, a fitness app. Other examples are more obvious, like sweepstakes or Bitcoin incentives.

A few creative examples

  • Nike’s “Zombies, Run!” (2013) – turns you into a character in a post-apocalyptic race. The clear message: run more, buy more shoes. The deeper one: live healthier through play.

  • Traffic safety in Sweden – Volkswagen’s “Speed Limit Lottery” rewarded drivers obeying speed limits with prize draws, cutting speeding by 20%.

Obama’s 2012 campaign – voters could explore a virtual White House, meet the president’s avatar, and collect points while learning about voting.

British developer Nick Pelling first used the term in 2002 and set up his company Conundra to integrate gamified tools into other platforms. By 2010, the approach had global traction. Major companies—Coca-Cola, Nike, Microsoft, Samsung, eBay, American Express—saw its potential early on.

You’ve probably experienced it without realising: a “collect & win” promo, an employee reward program, a fitness app. Other examples are more obvious, like sweepstakes or Bitcoin incentives.

A few creative examples

  • Nike’s “Zombies, Run!” (2013) – turns you into a character in a post-apocalyptic race. The clear message: run more, buy more shoes. The deeper one: live healthier through play.

  • Traffic safety in Sweden – Volkswagen’s “Speed Limit Lottery” rewarded drivers obeying speed limits with prize draws, cutting speeding by 20%.

Obama’s 2012 campaign – voters could explore a virtual White House, meet the president’s avatar, and collect points while learning about voting.

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.

Fund it intriguing?

Hop on a Zoom call with us. The first 30 minutes are on us!

Fund it intriguing?

Hop on a Zoom call with us. The first 30 minutes are on us!

Fund it intriguing?

Hop on a Zoom call with us. The first 30 minutes are on us!

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Copyright © 2025 EUREKA GAMES Ltd. – All rights reserved

Contact

Wondering how it all works? Let’s talk.

Pick a time that works for you and someone from our team will answer all your questions.


Your chosen slot will automatically appear in your calendar.

Email

Got questions? Drop us a line!

Phone

Quick question? Give us a shout!

Eureka logo

Copyright © 2025 EUREKA GAMES Ltd. – All rights reserved

Contact

Wondering how it all works? Let’s talk.

Pick a time that works for you and someone from our team will answer all your questions.


Your chosen slot will automatically appear in your calendar.

Email

Got questions? Drop us a line!

Phone

Quick question? Give us a shout!

Eureka logo

Copyright © 2025 EUREKA GAMES Ltd. – All rights reserved