This document discusses bringing elements of gamification into student employment. It outlines some key elements of gaming like epic meaning, development and accomplishment, ownership and possession, and social influence. It then provides examples of how gamification could be implemented for training, staff assessment, and recruitment of student employees. A panel discussion on these topics is proposed with representatives from admissions, academic success, and financial aid offices. The goal is to incorporate gamification strategies to address issues like high turnover, inconsistent training, and engagement of the current student employee generation.