This document discusses gamification, which is defined as using game design techniques and mechanics to engage audiences and encourage desired behaviors in non-game applications. It focuses on using psychology over technology by appealing to fun, attention, and experience. There are four types of fun: easy, hard, serious, and people-oriented. Intrinsic values like mastery and autonomy can motivate behaviors, as can extrinsic rewards like badges and leaderboards. Common game elements, dynamics, and mechanics are outlined, as are Bartle's player types categorized by their motivations. Examples are provided of how gamification has been used successfully in various domains like marketing, health, and education.