**2. Gamification (1000)**

At the time of writing, it is exactly two decades since Nick Pelling is widely attributed with coining the phrase 'Gamification' [5, 6]. He applied the term to an already recognised process of loading particular tasks with game-based mechanisms to enhance motivation, for example the non-computational serious games explored by Clark Abt [7]. Since 2002 the term has been much used and sometimes abused. It has been the focus of often intense scrutiny both within academia and beyond, with ongoing debates about both definition and application from a whole range of fields, and sometimes vehement criticism of both the term and the ideology behind it [8–10].

Gamification has been defined as '*The use of game design elements in non-game contexts'* [11]. This succinct and deceptively simple definition is often used to support a traditional and arguably transactional notion of gamification; the process of harnessing the mechanisms found within games, predominantly but not exclusively electronic, *'such as points, badges, levels, challenges, leaderboards, rewards and onboarding'* [12] and applying them to other contexts, such as manufacturing, distribution or IT services [13]. This is with the intention of encouraging, expediating, improving or prolonging engagement with and progress within the primary activity [14]. For example, awarding data entry clerks points for each entry correctly input, creating a league table and awarding the winner a prize. The gamified component within this system then is intended to act as a vehicle to motivate prompt and accurate completion of the primary task, data entry. This application of gamification has garnered interest from the commercial sector as a means of improving productivity, and from within the research community, with academics seeking to apply gamification to a range of fields, interest peaking in the early 2010s.
