Gamification is relatively novel concept which is attracting increasing interest from academics and practitioners as a method of mediating behaviour in a wide range of social and business contexts. In this paper, we catalogue the atomic components used to implement gamification. Using a standardised rubric, we study a sample of gamified activities in order to measure the prevalence of the various components used to implement gamification. This research provides an empirically derived and validates catalogue of specific components used to implement gamification, which can serve to guide the work of academics and practitioners. It demonstrates variance in the use of the different types of component, indicating that the utility of gamification components may differ. Finally by contrasting the utilization of components in the individual and group contexts, this research identifies the contextual sensitivity of gamification and highlights the need for more sensitive research agendas in advancing our understanding of gamification.