This document discusses using game design elements and techniques known as "gamification" to engage users in non-game services and activities. It provides examples of common game mechanics like points, levels, leaderboards, badges, and challenges/quests that could be applied to encourage library use and reading. Specifically, it proposes applying these mechanics through a membership card/stamp system, different reading levels based on books rented, competitive reading challenges and quizzes, themed rooms in the library, and a random book selection box. The goal is to make reading less boring and motivate more library visits through fun, game-like incentives.