Recently, scientists at Brigham Young University tackled this question by analyzing more than 2,000 health and fitness apps. They found that the vast majority of apps use some kind of game – they call it ‘gamification’ – to motivate the user. They took close looks at apps/games such as Zombies, Run!, Pact, Fitbit, and DietBet.
How popular are health and fitness apps? The researchers say there are more than 31,000 of them on the market today and the number is growing. In fact, there are so many on the market that it is nearly impossible for anyone or any research entity to examine them all to determine if they really help or if they are even the best way to exercise. In many cases, such as weight loss, success means changing behaviors and doing so permanently. Many exercise apps, especially games, are fun to use in the short term but there is little research on whether users keep using them to modify their existing and exercise issues.


Comments
DerdriuMarrinerApr 27, 2022
The BYU study describes motivators as social or peer pressure, then digital rewards, then competition and finally leaderboards for comparative progress. Did the fitness app study results correlate with those motivators?
I wonder if there ever has been a study that examines whether such motivators are carved in stone or changeable?
DerdriuMarrinerJul 7, 2017
NanciArvizuMay 24, 2015
TelestoAug 28, 2014