Gamification is the use of game design elements in non-game contexts to improve user engagement. It is used to facilitate learning by using user interface game elements like badges, leaderboards, and levels, it can also include game design methods like storytelling, roleplaying, and competition. Gamification is becoming mainstream with the ease of access to mobile devices.
In 2002, game designer Nick Pelling introduced the concept "gamification" to apply game mechanics such as points, rewards, and badges to non-gaming applications. Also the concept of "serious games" established itself as a solution for educational simulation and behavioral training.
In 2010, gamification made its way into fitness, education, and all areas where motivation and engagement are critical. It is even making its way into civic engagement and GovTech, like the Chinese "social credit" system that uses gamification on its citizens to earn trust points.
Techniques such as using gamified avatars in e-learning and social media engagement have been a huge success.
Some popular educational games in the 1970s and 1980s: