That's what gamification really boils down to, right? Taking something inherently uninteresting/dry/unmotivating/unengaging/lame and jazzing it up. Giving people a reason to care. Here's what NogginLabs' Founder Brian Knudson has to say:
The way we define gamification is that it's applying game design thinking to non-game applications to make them more fun and engaging. What the heck does that mean? It basically means, make things that are boring more fun and apply some principles that have been around for a very, very long time—long before computers—applying them in meaningful ways to draw people in to the online learning courses. When you're talking about gamification specifically in our world, we're talking about gamifying learning experiences online. Gamifying e-learning. It's a new term for something, again, that has been around for a long time, called engagement. We've been doing it since the foundation of the company. The principles of the company are building these engaging, game-like experiences that people actually want to take.
Now there are nuances, of course. We aren't talking about slapping your content into a pre-existing game format. We would never build you Diversity and Inclusion JEOPARDY! (Unless you really, desperately wanted us to. But we would try really hard to talk you out of it. And if that failed, we would take your money and build it and it would probably turn out to be really cool anyway because that's just how we work.)
When we say gamification, we're talking about using the four pillars of custom e-learning development to design something unique, engaging, attractive, and fun. Something that's way cooler than the e-learning your people are accustomed to.