This document discusses gamification of wellness programs. It provides statistics on gaming participation and defines gamification as using game design techniques to engage and motivate people to learn and solve problems. The document outlines an incomplete history of gamification and discusses why organizations use it to improve employee and consumer engagement, knowledge transfer, and behavior change. It notes that 80% of current gamified applications fail to meet business objectives due to poor design and discusses important elements of game design for wellness programs, including using science-based learning principles. The presentation addresses whether to build or buy a gamification solution and concludes with an invitation for questions.