Study • Health · Other
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.
BMJ Open [6:E012447] (2016)
Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques. Two trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price. We screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads). We included free and paid English language apps using gamification (rewards, prizes, avatars, badges, leaderboards, competitions, levelling-up or health-related challenges). We excluded apps targeting health professionals. 64 of 1680 (4%) health apps included gamification and met inclusion criteria; only 3 of these were in the NHS Library. Behaviour change categories used were: feedback and monitoring (n=60, 94% of apps), reward and threat (n=52, 81%), and goals and planning (n=52, 81%). Individual techniques were: self-monitoring of behaviour (n=55, 86%), non-specific reward (n=49, 82%), social support unspecified (n=48, 75%), non-specific incentive (n=49, 82%) and focus on past success (n=47, 73%). Median number of techniques per app was 14 (range: 5-22). Common combinations were: goal setting, self-monitoring, non-specific reward and non-specific incentive (n=35, 55%); goal setting, self-monitoring and focus on past success (n=33, 52%). There was no correlation between number of techniques and user ratings (p=0.07; rs=0.23) or price (p=0.45; rs=0.10). 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. We found no correlation between user rating (a possible proxy for health benefits) and game content or price. Further research is required to evaluate effective behaviour change techniques and to assess clinical outcomes. CRD42015029841.
Tactics used
TACTICS
Gamification
TACTICS
Financial Incentives
Behaviors addressed
Similar studies
Health · Diet & Nutrition
Schwartz et al. (2012). Inviting Consumers to Downsize Fast-Food Portions Significantly Reduces Calorie Consumption.
- Tactics
- Reminders, Cues, & Triggers
- Behaviors
- Diet & Nutrition
Finance · Fine or Debt Collection
Fellner et al. (2011). Testing Enforcement Strategies in the Field -Threat, Moral Appeal and Social Information.
- Tactics
- Social Norms, Reminders, Cues, & Triggers
- Behaviors
- Fine or Debt Collection
Finance · Other, Financial Behaviors
Letzler & Tasoff (2013). Everyone Believes in Redemption
- Tactics
- Reduce Friction or Barriers, Reminders, Cues, & Triggers, Implementation Intentions
- Behaviors
- Other, Financial Behaviors
Finance · Savings
Karlan et al. (2010). Getting to the Top of Mind: How Reminders Increase Saving.
- Tactics
- Reminders, Cues, & Triggers, Micro-Incentives, Goal Setting, Commitment Devices
- Behaviors
- Savings