In the modern period of universal consumer and entertainment psychology of society, interest in gamification is growing. Game components penetrate into all spheres of activity: business, banking, education and even medicine - common trainings, quests aimed at mastering certain skills. The method of typology, aimed at finding stable features and properties of the object under study. Content analysis was involved, in particular, resources with gamified elements were monitored for automated information retrieval (content monitoring). In the course of the research we came to the conclusion that gamification has a significant impact on the life of modern man. The market of gamified technologies is actively developing in Ukraine and the world. Gamification allows the rational use of available resources, so that as a result all parties achieve the goal, but its use should be treated with caution so as not to exacerbate existing contradictions or, conversely, not to demotivate. That is why it is so important to be critical of the use of game elements in each of the spheres, to realize and distinguish the useful potential of the game from the game as an end in itself, which can adversely affect mental and physical health, self-realization in society.