This document discusses gamification and the quantified self movement. It begins by looking at elements of games like goals, scoring, and rules. It then considers whether common life activities like dating, taxes, jobs, and homes are like games. It also discusses considerations for gamification like single vs multiplayer, explicit vs implicit mechanics, and how gamification can be used at different user lifecycle stages. Finally, it outlines some keys to success for quantified self projects, including making measurement seamless, interactions insightful and fun, and leveraging different gamification approaches.