The coronavirus disease 2019 (COVID-19) pandemic caused issues related to public vaccination and nucleic acid testing management and mental and physical health pressures resulting from pandemic lockdowns. Gamification has played an important role in addressing these issues and the effect of COVID-19 by promoting behaviour changes, providing positive information, relieving mental stress, and improving happiness. In the COVID-19 prevention and control experience of China, gamification has been successfully applied in many effective cases, such as 1) the collection of gamified rewards to increase the public's acceptance for vaccination and nucleic acid testing; 2) the reduction of negative emotions and improvement of happiness during lockdown by gamified social interaction; 3) the encouragement of home fitness; and 4) the improvement of online education effects. This chapter focuses on the role of gamification in a pandemic, specifically as a support tool, by people in China.