The document discusses gamification and simulations for training and education purposes. It defines gamification as using game mechanics and rewards for non-game applications to increase engagement and loyalty. Simulations allow flexibility for learners and add interactivity. Gamification is in early adoption with some organizations seeing success through better engagement and retention. The document also discusses how gamification can help train millennials, who are accustomed to video games and expect fun, social workplaces that provide constant feedback, public recognition and opportunities for advancement.