Abstract: Gamification is the use of game-designed elements and techniques in non-game related context. It is a relatively new concept that can be used in education, business, and in everyday life.The thesis presents different aspects of gamification use in everyday life. The author of the work has sought to explore how many people and to what extent they know the concept of gamification, what they think about it and whether they agree that such a concept gives positive results in various fields. This study included the fields of: education, healthy living and marketing.Keywords: gamification, user experience design, user engagementPublished in DKUM: 05.06.2015; Views: 1388; Downloads: 196 Full text (2,84 MB)