This document proposes design patterns for gamifying work. It introduces the problem of employee disengagement and the concept of using game elements to reinforce work goals. The author argues that gamification needs specific patterns as general elements are too abstract. 21 patterns are presented covering what work is done, when/where, how, and why. Patterns include things like autonomy over tasks, rewards for routines, location-based rewards, and social recognition systems. The goal is to provide practical guidance for gamification designers to engage employees.