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Just a fad? Gamification in health and fitness apps.

Cameron ListerJoshua H WestBen CannonTyler SaxDavid Brodegard
Published in: JMIR serious games (2014)
This research, to our knowledge, represents the first comprehensive review of gamification use in health and fitness apps, and the potential to impact health behavior. The results show that use of gamification in health and fitness apps has become immensely popular, as evidenced by the number of apps found in the Apple App Store containing at least some components of gamification. This shows a lack of integrating important elements of behavioral theory from the app industry, which can potentially impact the efficacy of gamification apps to change behavior. Apps represent a very promising, burgeoning market and landscape in which to disseminate health behavior change interventions. Initial results show an abundant use of gamification in health and fitness apps, which necessitates the in-depth study and evaluation of the potential of gamification to change health behaviors.
Keyphrases
  • healthcare
  • public health
  • mental health
  • physical activity
  • health information
  • body composition
  • human health
  • optical coherence tomography
  • social media
  • single cell