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American Airlines, Holiday Inn and National Car Rental, among others, introduce various frequent flier or loyalty and reward programs.


Games such as Math Blaster and The Incredible Machine are introduced to children.


The Serious Games Initiative is launched, a group that plays a key role in the creation of several games for the U.S. military.  


British computer programmer Nick Pelling coins the term “gamification.” First gamification consulting firm, Conundra, is formed. While it didn’t last long, it was the first of its kind to offer a service that gamified consumer products and incorporated enterprise gamification.


The Games for Change (G4C) initiative is launched, specializing in using games for social impact. The most famous example is G4C’s Peacemaker, which allowed players to take a side in the Arab-Israeli conflict to show the difficulty from both perspectives.  


Bunchball creates Dunder Mifflin Infinity, a gamified website for the TV show, “The Office.” It receives over 8 million pageviews in six weeks.


Gamification becomes a popular term.


First gamification summit is held in San Francisco, attracting nearly 400 attendees.


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