This document discusses the use of gamification in enterprise training and engagement. It provides examples of how gamification has been used in education, social networks, and for engaging millennials. The document then outlines an implementation approach for gamification, including the use of game narratives, microlearning, analytics and optimization. It presents a case study of a credit union that used a gamified scavenger hunt to train new hires and improve knowledge retention, resulting in a 90% completion rate.