Enterprise gamification is the process of turning non-game internal business processes into complete games or adding game elements to non-game internal enterprise activities to achieve business objectives. It is a growing practice commonly used along with external or consumer gamification to increase engagement and motivation among employees and thereby meet business objectives. Consumer gamification is currently being explored across a number of industries, including the fitness industry, but there is a lack of research on enterprise gamification within the fitness industry and particularly fitness centers. The fitness center industry is a focal point for current consumer gamification efforts and the environment of the fitness center industry is growing increasingly competitive with much demand falling on employee development and performance, as fitness center employee performance is a determining factor in member service quality perceptions, and in gaining a competitive advantage. This thesis matches studies on the effects of enterprise gamification against fitness center service quality scales, studies of fitness center and emotional employee motivating factors and fitness center business objectives with a focus on application to international fitness centers. I conclude that enterprise gamification can lead to enhancement of many elements of fitness center service quality scales, using fitness center service quality scales to achieve a broader scope, and show how gamification could improve each scale individually, indicating a potential benefit for an international fitness center that has to account for differences in populations across countries.