This document provides definitions and examples of gamification. It defines gamification as using game mechanics and thinking to engage audiences and solve problems. Examples of gamified applications include Foursquare, Shopkick, and Farmville. The gamification market is estimated to grow to $2.8 billion by 2016. Game mechanics like points, levels, badges, and leaderboards can increase user engagement by appealing to human desires for competition, rewards, and status. Gamification can be applied to consumer apps, websites, education, and more. It works by motivating behavior using game mechanics linked to psychology.