This document discusses how games and gamification are changing various aspects of life and business. It notes that most Americans play games and the average 21 year old has spent over 10,000 hours playing games. The document then discusses what a typical gamer looks like and how gamification uses game elements to drive participation and engagement in non-game contexts. It provides examples of gamification in health, business, learning and advancement. Finally, it offers suggestions for implementing gamification such as knowing your audience and using it as part of a broader strategy.