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Gamification Use and Design in Popular Health and Fitness Mobile Applications

Cotton V, Patel MS. · American journal of health promotion : AJHP · 2019

Original publication · Original publication · Original publication

Attributed extracts from the research record

“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 economic”
“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).”
“The top 50 rankes free health and fitness apps were downloaded from the App Store by Apple. 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.”

Evidence and provenance

Chapter Trust Factor uses a minimum of three distinct qualifying studies. Publication records retain their own evidence and assessment.

Study design and assessment
design
assessment
Not recorded
trust Factor
score
1
scope
Paper
status
assessed
randomized Controlled Trial
Not recorded
blinding
not-confirmed
peer Reviewed
true
basis
Indexed peer-reviewed research; a qualifying randomized controlled design is not established in the reviewed record.
sources

https://pubmed.ncbi.nlm.nih.gov/30049225/ · https://doi.org/10.1177/0890117118790394 · https://journals.sagepub.com/doi/abs/10.1177/0890117118790394?journalCode=ahpa

review Scope
Existing publication-specific assessments and bibliographic indexing; no blanket full-text appraisal.
assessed At
2026-10-27
jadad
status
unassessed
score
Not recorded
evidence
Not recorded
Topics and recorded topic scores
  1. key
    general:sound-xxxiv
    title
    Gamification and engagement with digital health interventions
    collection
    general
    trust Score
    2
Citation snapshot and identifiers
id
pmid-30049225
doi
10.1177/0890117118790394
pmid
30049225
citation Snapshot
Not recorded
citations By Collection
general
26
Complete approved library record
id
pmid-30049225
publication Key
Not recorded
aliases
None recorded
title
Gamification Use and Design in Popular Health and Fitness Mobile Applications
journal
American journal of health promotion : AJHP
neurotransmitters
None recorded
year
2019
authors
Cotton V, Patel MS.
design
kind
Journal article
identity Conflict
Not recorded
doi
10.1177/0890117118790394
pmid
30049225
urls

https://pmc.ncbi.nlm.nih.gov/articles/PMC6348030/ · https://pubmed.ncbi.nlm.nih.gov/30049225/ · https://doi.org/10.1177/0890117118790394

collections

general

categories

Methods & context

targets
None recorded
priority
1
quotes

“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 economic” · “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).” · “The top 50 rankes free health and fitness apps were downloaded from the App Store by Apple. 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.”

summary
limitation
citation Count
26
paper Trust Assessment
score
1
scope
Paper
status
assessed
randomized Controlled Trial
Not recorded
blinding
not-confirmed
peer Reviewed
true
basis
Indexed peer-reviewed research; a qualifying randomized controlled design is not established in the reviewed record.
sources

https://pubmed.ncbi.nlm.nih.gov/30049225/ · https://doi.org/10.1177/0890117118790394 · https://journals.sagepub.com/doi/abs/10.1177/0890117118790394?journalCode=ahpa

review Scope
Existing publication-specific assessments and bibliographic indexing; no blanket full-text appraisal.
assessed At
2026-10-27
citations By Collection
general
26
topics
  1. key
    general:sound-xxxiv
    title
    Gamification and engagement with digital health interventions
    collection
    general
    trust Score
    2
journal Key
americanjournalofhealthpromotion
journal Label
American journal of health promotion : AJHP
chapter Entries
  1. id
    general-sound-xxxiv-pmid-30049225
    record Id
    pmid-30049225
    title
    Gamification Use and Design in Popular Health and Fitness Mobile Applications
    journal
    American journal of health promotion : AJHP
    year
    2019
    authors
    Cotton V, Patel MS.
    design
    urls

    https://pmc.ncbi.nlm.nih.gov/articles/PMC6348030/ · https://pubmed.ncbi.nlm.nih.gov/30049225/ · https://doi.org/10.1177/0890117118790394

    quotes
      1. text
        “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 economic”
        emphasis
        false
      1. text
        “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).”
        emphasis
        false
      1. text
        “The top 50 rankes free health and fitness apps were downloaded from the App Store by Apple. 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.”
        emphasis
        false
    citation Count
    26
    source Pages

    142

    targets
    None recorded
    categories

    Methods & context

    doi
    10.1177/0890117118790394
    pmid
    30049225
    paper Trust Assessment
    score
    1
    scope
    Paper
    status
    assessed
    randomized Controlled Trial
    Not recorded
    blinding
    not-confirmed
    peer Reviewed
    true
    basis
    Indexed peer-reviewed research; a qualifying randomized controlled design is not established in the reviewed record.
    sources

    https://pubmed.ncbi.nlm.nih.gov/30049225/ · https://doi.org/10.1177/0890117118790394 · https://journals.sagepub.com/doi/abs/10.1177/0890117118790394?journalCode=ahpa

    review Scope
    Existing publication-specific assessments and bibliographic indexing; no blanket full-text appraisal.
    assessed At
    2026-10-27
    collection
    general
    chapter Number
    4
    topic Id
    sound-xxxiv
    topic Title
    Gamification and engagement with digital health interventions
    trust Score
    2
jadad
status
unassessed
score
Not recorded
condition Evidence
None recorded
conditions
None recorded
topic Trust Scores

2

full Text
status
not-indexed
retrieval Available
false

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