Literature DB >> 30049225

Gamification Use and Design in Popular Health and Fitness Mobile Applications.

Victor Cotton1, Mitesh S Patel1,2,3.   

Abstract

PURPOSE: To evaluate the presence of gamification in popular mobile applications and whether principles from behavioral economics were incorporated in the design.
DESIGN: The top 50 ranked free health and fitness applications were downloaded. Gamification elements were predetermined through literature review, and applications were evaluated for their presence.
SETTING: App Store by Apple Inc. MEASURES: Presence of gamification, type of game element, and use of behavioral economic principles. ANALYSIS: We classified the types and frequencies of targeted behaviors and features of gamification. Use of behavioral economic principles focused on designing rewards or points using loss aversion (allocated upfront and could be lost), variable reinforcement (not allocated constantly), and probability inflation (using drawings or lottery designs).
RESULTS: Gamification was used by 64% of mobile applications. Most applications that included gamification (97%) targeted behaviors related to physical activity and weight loss. Applications focused on other areas such as reproductive health, meditation, and sleep used gamification less often (11%). Game elements used most commonly included goal setting (78%), social influences (78%), and challenges (63%), while less common elements included points (6%) and levels (3%). No applications incorporated behavioral economics principles specified in the study.
CONCLUSIONS: Gamification was commonly used by popular health and fitness mobile applications, but none used the specified behavioral economic principles to design rewards or points. Mobile applications could potentially improve their use if their design better leveraged principles from behavioral economics.

Entities:  

Keywords:  behavior change; behavioral economics; gamification; smartphone applications

Mesh:

Year:  2018        PMID: 30049225      PMCID: PMC6348030          DOI: 10.1177/0890117118790394

Source DB:  PubMed          Journal:  Am J Health Promot        ISSN: 0890-1171


  7 in total

1.  Using Wearable Devices and Smartphones to Track Physical Activity: Initial Activation, Sustained Use, and Step Counts Across Sociodemographic Characteristics in a National Sample.

Authors:  Mitesh S Patel; Luca Foschini; Gregory W Kurtzman; Jingsan Zhu; Wenli Wang; Charles A L Rareshide; Susan M Zbikowski
Journal:  Ann Intern Med       Date:  2017-09-26       Impact factor: 25.391

2.  The role of behavioral economic incentive design and demographic characteristics in financial incentive-based approaches to changing health behaviors: a meta-analysis.

Authors:  Nancy Haff; Mitesh S Patel; Raymond Lim; Jingsan Zhu; Andrea B Troxel; David A Asch; Kevin G Volpp
Journal:  Am J Health Promot       Date:  2015 May-Jun

3.  A Randomized, Controlled Trial of Lottery-Based Financial Incentives to Increase Physical Activity Among Overweight and Obese Adults.

Authors:  Mitesh S Patel; Kevin G Volpp; Roy Rosin; Scarlett L Bellamy; Dylan S Small; Jack Heuer; Susan Sproat; Chris Hyson; Nancy Haff; Samantha M Lee; Lisa Wesby; Karen Hoffer; David Shuttleworth; Devon H Taylor; Victoria Hilbert; Jingsan Zhu; Lin Yang; Xingmei Wang; David A Asch
Journal:  Am J Health Promot       Date:  2018-03-13

4.  Framing Financial Incentives to Increase Physical Activity Among Overweight and Obese Adults: A Randomized, Controlled Trial.

Authors:  Mitesh S Patel; David A Asch; Roy Rosin; Dylan S Small; Scarlett L Bellamy; Jack Heuer; Susan Sproat; Chris Hyson; Nancy Haff; Samantha M Lee; Lisa Wesby; Karen Hoffer; David Shuttleworth; Devon H Taylor; Victoria Hilbert; Jingsan Zhu; Lin Yang; Xingmei Wang; Kevin G Volpp
Journal:  Ann Intern Med       Date:  2016-02-16       Impact factor: 25.391

5.  Effect of a Game-Based Intervention Designed to Enhance Social Incentives to Increase Physical Activity Among Families: The BE FIT Randomized Clinical Trial.

Authors:  Mitesh S Patel; Emelia J Benjamin; Kevin G Volpp; Caroline S Fox; Dylan S Small; Joseph M Massaro; Jane J Lee; Victoria Hilbert; Maureen Valentino; Devon H Taylor; Emily S Manders; Karen Mutalik; Jingsan Zhu; Wenli Wang; Joanne M Murabito
Journal:  JAMA Intern Med       Date:  2017-11-01       Impact factor: 21.873

6.  Just a fad? Gamification in health and fitness apps.

Authors:  Cameron Lister; Joshua H West; Ben Cannon; Tyler Sax; David Brodegard
Journal:  JMIR Serious Games       Date:  2014-08-04       Impact factor: 4.143

Review 7.  Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.

Authors:  E A Edwards; J Lumsden; C Rivas; L Steed; L A Edwards; A Thiyagarajan; R Sohanpal; H Caton; C J Griffiths; M R Munafò; S Taylor; R T Walton
Journal:  BMJ Open       Date:  2016-10-04       Impact factor: 2.692

  7 in total
  17 in total

1.  Making Progress Monitoring Easier and More Motivating: Developing a Client Data Collection App Incorporating User-Centered Design and Behavioral Economics Insights.

Authors:  Heather J Nuske; Jacqueline Buck; Brinda Ramesh; Emily M Becker-Haimes; Kelly Zentgraf; David S Mandell
Journal:  Soc Sci (Basel)       Date:  2022-03-03

2.  Effect of Behaviorally Designed Gamification With Social Incentives on Lifestyle Modification Among Adults With Uncontrolled Diabetes: A Randomized Clinical Trial.

Authors:  Mitesh S Patel; Dylan S Small; Joseph D Harrison; Victoria Hilbert; Michael P Fortunato; Ai Leen Oon; Charles A L Rareshide; Kevin G Volpp
Journal:  JAMA Netw Open       Date:  2021-05-03

3.  Real world usage characteristics of a novel mobile health self-monitoring device: Results from the Scanadu Consumer Health Outcomes (SCOUT) Study.

Authors:  Jill Waalen; Melissa Peters; Daya Ranamukhaarachchi; Jenny Li; Gail Ebner; Julia Senkowsky; Eric J Topol; Steven R Steinhubl
Journal:  PLoS One       Date:  2019-04-16       Impact factor: 3.240

4.  Nudging to move: a scoping review of the use of choice architecture interventions to promote physical activity in the general population.

Authors:  S Forberger; L Reisch; T Kampfmann; H Zeeb
Journal:  Int J Behav Nutr Phys Act       Date:  2019-09-03       Impact factor: 6.457

5.  Engaging Users in the Behavior Change Process With Digitalized Motivational Interviewing and Gamification: Development and Feasibility Testing of the Precious App.

Authors:  Johanna Nurmi; Keegan Knittle; Todor Ginchev; Fida Khattak; Christopher Helf; Patrick Zwickl; Carmina Castellano-Tejedor; Pilar Lusilla-Palacios; Jose Costa-Requena; Niklas Ravaja; Ari Haukkala
Journal:  JMIR Mhealth Uhealth       Date:  2020-01-30       Impact factor: 4.773

6.  Remotely Monitored Gamification and Social Incentives to Improve Glycemic Control Among Adults With Uncontrolled Type 2 Diabetes (iDiabetes): Protocol for a Randomized Controlled Trial.

Authors:  Michael Fortunato; Joseph Harrison; Ai Leen Oon; Dylan Small; Victoria Hilbert; Charles Rareshide; Mitesh Patel
Journal:  JMIR Res Protoc       Date:  2019-11-20

Review 7.  Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement.

Authors:  Ashley Wu; Matthew A Scult; Emily D Barnes; Jessica A Betancourt; Avital Falk; Faith M Gunning
Journal:  NPJ Digit Med       Date:  2021-02-11

8.  The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps.

Authors:  Nino Fijačko; Lucija Gosak; Leona Cilar; Alenka Novšak; Ruth Masterson Creber; Pavel Skok; Gregor Štiglic
Journal:  JMIR Mhealth Uhealth       Date:  2020-07-08       Impact factor: 4.773

9.  Effect of Gamification With and Without Financial Incentives to Increase Physical Activity Among Veterans Classified as Having Obesity or Overweight: A Randomized Clinical Trial.

Authors:  Anish K Agarwal; Kimberly J Waddell; Dylan S Small; Chalanda Evans; Tory O Harrington; Rachel Djaraher; Ai Leen Oon; Mitesh S Patel
Journal:  JAMA Netw Open       Date:  2021-07-01

10.  Determinants of physical activity maintenance during the Covid-19 pandemic: a focus on fitness apps.

Authors:  Yanxiang Yang; Joerg Koenigstorfer
Journal:  Transl Behav Med       Date:  2020-10-08       Impact factor: 3.626

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