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
- 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
- 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
- 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
- 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
- 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
- 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