Health Month adds aspects of social gaming by allowing successful users to restore points to users who have failed to meet certain goals.Public health researchers have studied the use of gamification in self-management of chronic diseases and common mental disorders, In a review of health apps in the 2014 Apple App Store, more than 100 apps showed a positive correlation between gamification elements used and high user ratings.Details of this project are still vague, but it has been reported that citizens will receive points for good behavior, such as making payments on time and educational attainments.Traditionally, researchers thought of motivations to use computer systems to be primarily driven by extrinsic purposes; however, many modern systems have their use driven primarily by intrinsic motivations.As of February, 2012, the app had been downloaded more than 200,000 times.
The gamification approaches used included leveling (level advancement), badges, and scoring systems, as well as other game elements that vary by agent and region.
Players maintained virtual habitats across the Canton of Zurich to attract and collect endangered species of animals.
There is some indication that gamification can be particularly motivational for students with dyslexia in educational situations.
Students may also receive incentives, such as an honorable mention on the dean's list, the honor roll, and scholarships, which are equivalent to leveling-up a video game character or earning virtual currency or tools that augment game success.
Job application processes sometimes use gamification as a way to hire employees by assessing their suitability through questionnaires and mini games that simulate the actual work environment of that company. Over 70% of Forbes Global 2000 companies surveyed in 2013 said they planned to use gamification for the purposes of marketing and customer retention.