Cited by 110Educational Games and GamificationMobile Health and mHealth ApplicationsInnovative Human-Technology Interaction

Gamification Use and Design in Popular Health and Fitness Mobile Applications

Open access
Cotton, Victor, Patel, Mitesh S.·2019·American Journal of Health Promotion

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.

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Integrity signals

Registry

Crossref · 10.1177/0890117118790394

Cites

9 of 9 references verified0 citation errors · 0 not checkable

Statistics

Claims the paper makes

The claims and statistics of this paper haven’t been checked yet.

Run the check — free, no account needed. It reads the open-access text and checks the sources it cites.

A few free checks a day · papers already verified open instantly · results are public

Claims other papers make about this one

Each is checked against this paper’s own text: does it say what the citing paper says it does?

  • A study from 2017 found that physical activity and weight loss apps most frequently (97%) used gamification.

    “A study from 2017, where the top 50 health and fitness apps were downloaded from the Apple app store, found that physical activity and weight loss apps most frequently (97%) used gamification [36].”

    From System Usability Scale Benchmarking for Digital Health Apps: Meta-analysis (2022) · cites this paper as [36]

    The Methods say the top 50 free health and fitness apps in Apple’s App Store were evaluated in August 2017, and the Results say gamification was most prevalent in physical activity and weight-loss apps. But the Results report that 100% of those apps used gamification. The Abstract’s 97% describes the share of gamified apps that targeted physical activity or weight loss, not the share of apps in those categories that used gamification. (LLM, conf=0.89)

    Experimental — accuracy not yet measured

Self-check

Percentages, sums and reported differences re-computed from the paper’s own numbers.

The self-check needs the paper’s full text.

Cites

Flagged first, then by citations

Cited by

Sorted by citations

Authors
Cotton, V., & Patel, M. S.
Affiliations
  • University of Pennsylvania (US)
  • Philadelphia VA Medical Center (US)
Corresponding author
Patel, Mitesh S.
Venue
American Journal of Health Promotion
Published
2018-07-26
Volume
33
Issue
3
Pages
448-451
ISSN
  • 0890-1171 (ISSN-L)
  • 2168-6602
OpenAlex
W2884180038
Cited by
110
References
9
Citations by year
2026: 9 · 2025: 12 · 2024: 9 · 2023: 16 · 2022: 16 · 2021: 17 · 2020: 17 · 2019: 13 · 2018: 1
FWCI
23.56
Type
journal article
Language
en
Open access
Locations
  • American Journal of Health Promotion (publishedVersion)
  • PubMed (publishedVersion)
  • Europe PMC (PubMed Central) (acceptedVersion)
  • PubMed Central (acceptedVersion)
Funders
University of Pennsylvania Health System
Topics
  • Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
  • Health Sciences › Health Professions › General Health Professions › Mobile Health and mHealth Applications
  • Physical Sciences › Computer Science › Human-Computer Interaction › Innovative Human-Technology Interaction
Keywords
gamification, behavioral economics, loss aversion, variable reinforcement, goal setting, social influence, physical activity, weight loss, mobile application design
MeSH terms
Goals, Humans, Motivation, Physical Fitness, Social Support, Health Behavior, Exercise, Video Games, Economics, Behavioral, Mobile Applications

About these checks

Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.

Statistics and arithmetic are recomputed, not judged.

Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.

What counts as a claim ›How we measure confidence ›How we check this ›

Are you an author, or do you see a problem with this page? Request a review