Gamification involves using game design elements in non-game contexts to motivate and engage users. It was invented in 2007 and gained popularity in 2010. Gamification applies psychological concepts like motivation, ability, and triggers to engage users. It also shares similarities with agile systems through iterative testing. Common game mechanics used in gamification include points, levels, leaderboards, badges, and challenges. Examples include fitness apps, customer loyalty programs, and social media platforms. Gamification can increase engagement and revenues but risks include ignoring product quality, overuse of points/badges, and not addressing underlying business issues.