This document defines gamification as applying game design elements like points, rewards, and levels to non-game activities to make them more fun and engaging. It provides examples of how gamification has been used in frequent flyer programs since the 1970s and is now common in apps like Foursquare, Turntable.fm, and Starbucks rewards programs. The document predicts that 70% of global companies will use gamification by 2015, spending over $2 billion on related products and services.