Gamification is the application of game-design elements and principles in non-game contexts, often to motivate and engage users or to solve problems. It involves incorporating elements like competition, rewards, and challenges into activities or processes that are not inherently game-like to make them more enjoyable and engaging. Gamification can be used in various fields, such as education, marketing, healthcare, and workplace training, to enhance user engagement, improve learning outcomes, increase productivity, and drive behavior change.