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Just a Fad? Gamification in Health and Fitness Apps

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TLDR
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 ofgamification.
Abstract
Background: Gamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true proliferation of gamification in health apps. Objective: The objective of this study was to identify the extent to which gamification is used in health apps, and analyze gamification of health and fitness apps as a potential component of influence on a consumer’s health behavior. Methods: An analysis of health and fitness apps related to physical activity and diet was conducted among apps in the Apple App Store in the winter of 2014. This analysis reviewed a sample of 132 apps for the 10 effective game elements, the 6 core components of health gamification, and 13 core health behavior constructs. A regression analysis was conducted in order to measure the correlation between health behavior constructs, gamification components, and effective game elements. Results: This review of the most popular apps showed widespread use of gamification principles, but low adherence to any professional guidelines or industry standard. Regression analysis showed that game elements were associated with gamification ( P <.001). Behavioral theory was associated with gamification ( P <.05), but not game elements, and upon further analysis gamification was only associated with composite motivational behavior scores ( P <.001), and not capacity or opportunity/trigger. Conclusions: 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. [JMIR Serious Games 2014;2(2):e9]

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Journal ArticleDOI

Gamification for Health and Wellbeing : A Systematic Review of the Literature

TL;DR: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours, however several studies report mixed or neutral effect.
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A systematic review of gamification in e-Health

TL;DR: Most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards and it is therefore necessary to build e- health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.
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Behavioral Functionality of Mobile Apps in Health Interventions: A Systematic Review of the Literature

TL;DR: Based on available research, mobile apps may be considered a feasible and acceptable means of administering health interventions, but a greater number of studies and more rigorous research and evaluations are needed to determine efficacy and establish evidence for best practices.
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Mobile Health Apps to Facilitate Self-Care: A Qualitative Study of User Experiences.

TL;DR: A qualitative exploration of how health consumers use apps for health monitoring, their perceived benefits from use of health apps, and suggestions for improvement of healthapps is presented.
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Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps

TL;DR: Few health apps currently employ gamification and there is a wide variation in the use of behaviour change techniques, which may limit potential to improve health outcomes.
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From game design elements to gamefulness: defining "gamification"

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