Game On for Health: Turning Everyday Activity Into Wins

Gamification applies game design elements like points, badges, and challenges to everyday activities, and research shows it can meaningfully increase physical activity. When paired with wearable technology that delivers immediate feedback, gamification taps into our natural motivation for progress and recognition. Systematic reviews indicate that gamified programs lead to small-to-moderate improvements in activity levels and reductions in sedentary time across different populations (Schoeppe et al., 2017; Smeddinck et al., 2022).
The key to effective gamification is keeping it engaging without overwhelming. Adults may find motivation in streaks, leaderboards, or virtual badges tied to step counts or workout goals. For children, however, the most successful strategies are built on fun and social connection. Classroom “step quests,” family “move streaks,” or exergames that reward effort over perfection can sustain excitement and build lifelong habits of movement (Johnson et al., 2016).
Importantly, gamified approaches should emphasize inclusivity and accessibility. When movement challenges are framed around participation and creativity rather than competition alone, more children and adults feel empowered to join. Whether through a smartwatch buzz, a classroom challenge, or a family fitness quest, gamification helps transform activity from a task into play.
By blending technology, social connection, and fun, gamification makes daily movement more rewarding. Over time, these small nudges can add up to healthier routines and fewer hours spent sitting still.
References
Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89–106. https://doi.org/10.1016/j.invent.2016.10.002
Schoeppe, S., Alley, S., Rebar, A. L., Hayman, M., Bray, N. A., van Lippevelde, W., Gnam, J. P., Bachert, P., & Vandelanotte, C. (2017). Apps to improve diet, physical activity and sedentary behaviour in children and adolescents: A review of quality, features and behaviour change techniques. International Journal of Behavioral Nutrition and Physical Activity, 14(1), 83. https://doi.org/10.1186/s12966-017-0538-3
Smeddinck, J. D., Gerling, K. M., & Tregel, T. (2022). The role of gamification in health behavior change: A review of theory-driven studies. Frontiers in Psychology, 13, 820526. https://doi.org/10.3389/fpsyg.2022.820526