The Gamification began to be used as a business strategy in the early 2000s . It is considered that the term was coined by the programmer and author Nick Pelling in 2002. The idea of using playful elements to attract or retain customers, or to motivate workers, however, is much older.
As early as the 1960s, some American psychiatric clinics worked with the so-called token economy , a reward system in which patients received tokens for good behavior that they could then exchange for certain rewards. In addition, since the 90s, airlines have offered loyalty or points programs , just as supermarkets have been doing for decades. Even a mention of the style of the typical? employee of the month? it can be understood, due to its potential as motivation to compete with others, as an element of gamification.
These simple, analog reward systems on which gamification was once based have now been replaced by versions, mostly digital, with more complex rules.
Now sometimes even the psychic and digital realms get mixed. Examples of this are the Remente app, available in Spanish, which helps with motivation in daily tasks, or RunKeeper, which allows you to view your sports progress in an attractive way.