Playful experiences provide us with the opportunity to engage with others and learn in enjoyable ways. Recognising and building on the power of playfulness and play can be a way to support more meaningful educational experiences for all, life-wide and lifelong. Gamification: Increasingly a good business According to Gallup (2017), 85% of employees are not engaged or actively disengaged at work on average worldwide. In this context, corporations seek to make routine production processes more appealing for workers by leveraging the kind of hedonic and challenging experiences found in games (DeWinter, Kocurek and Nichols, 2014, Ferreira et al., 2017). Consequently, 'gamification', a process for enhancing a service with affordances for game-like experiences (Huotari and Hamari, 2012), has received increasing attention since the turn of the decade (White and Briggs, 2012). Figure 1 reflects such growth in relative interest as measured by the number of Google searches for 'gamification'. Note: Numbers on the vertical axis represent search interest relative to the highest point on the chart for the given region and time. A value of 100 is the peak popularity for the term. A value of 50 means that the term is half as popular. A score of 0 means there was not enough data for this term.