The purpose of this paper is to explore the higher education space and employability agenda through the lense of Gamification. The Higher Education landscape is being shaped by many agendas; employability is a key theme in this. Employability and the development of skills, knowledge and attributes of graduates form the basis of our programmes and any enablers to develop credible policy and change in this area is positive. The growth of the consumerist paradigm in Higher Education is problematic. Students relationships with their HE Institution and tutors are changing, and not for the better. This paper will set out the potential for using Gamification to move higher education learners from passive learners to engaged learners, through the use of Gamification in teaching.