While games and the elements of games have been incorporated into many aspects of life throughout history, the term ‘gamification’ was first documented in 2008, and only in 2010, gained momentum (Figure 1). As a result, gamification can be viewed as a newer and modern form of bio-power that is used to help control, influence, and manage individuals. Deterding et al. were the first to propose a working definition, defining gamification as
"the use of game design elements in non-game contexts. This working definition is necessarily broad in order to convey the variety of gamification examples. Still, we believe it articulates a useful differentiation between gamification, serious games, and playful interaction clarifying discourse and allowing research to move into a detailed study of the defined phenomena …show more content…
This improvement of gamification is seen in a health app called Zombies, Run! (Franklin 2,3, cite one more). With almost four million downloads, a quarter of a million active, the application Zombies, Run! was designed with the goal to motivate people to run faster and more often (cite). Zombies, Run! is one of the few companies that have set a new standard regarding how we should view gamification. As mentioned before, there have been several attempts to gamify aspects of human life; however many fail on the basis that the game does not attract enough interest, is made with no clear goal in mind or is not executed correctly. However, Zombies, Run! is arguably the opposite. It has garnered attention, it has a clear aim in mind and has been executed very well. Zombies, Run! is an excellent example of a gamification application within the health industry that has stood out due to its creative and well thought out game design, popularity, and favorable