gami¦fi|ca¦tion as oxford says is The application of typical elements of game playing (e.g. point scoring, competition with others, rules of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service:
In the simplest non-dictionary definition, gamification is a strategy for influencing your audience by applying gaming techniques to non-gaming activities for a desired outcome.
The objective of gamification is to engage with consumers and other audiences -inspire them to participate in some activity. Gamification experience can be used to accomplish a variety of business goals.
Airlines frequent flyer program, credit card points are the simplest examples of gamification.
Kids activity data can be uploaded onto it’s website and see how many points they received and whether they have accomplished challenges. Zamzee has concrete data to show that the activity rate of children increased by 59%, a very sizeable increase that will help encourage kids to go to the gym more, when they grow up.
More examples are detailed out @ www.informationweek.com/7-examples-put-gamification-to-work/d/d-id/1104211 and here www.shopify.com/blog/7988857-how-to-use-gamification-to-increase-sales#axzz2yggunLa8
If you are interested in knowing what ICICI Bank is doing in gamification, read this from gartner - www.gartner.com/doc/2274115?ref=SiteSearch&sthkw=gamification&fnl=search
Try searching for gamification in your playstore or in iTunes