The document discusses gamification and provides examples of how game elements can be applied to non-game contexts. It defines gamification as using elements of game design in non-game contexts to motivate and provide feedback. Examples are given of gamification being used for crowdsourcing, productivity tools, fitness apps, and political/educational games. The goals of gamification are described as improving engagement and participation by giving clear objectives and feedback. Potential benefits include increased interaction, but risks include reduced intrinsic motivation if used primarily for extrinsic rewards.