"It's inevitable, soon we'll all be gamers" - Rob Fahey, editor of The Times, 2008.
Gamification is a tool for active learning through participation in a game. As players overcome challenges, they influence the development of the scenario while subconsciously learning new skills. This changes the approach to learning from "I must" to "I want". It triggers emotions such as curiosity, amplified by competition. As a result, the acquisition of new knowledge becomes more effective.
Gamification is used in many areas of life, not only at various levels of education but also in marketing, broadly understood management, and even recruitment, not to mention loyalty programs.
Elements of gamification are used in many applications related to health or sports. Users form a community, competing with each other to earn as many points as possible for achievements, which can translate into real benefits.