A central challenge for all health-related gamification programs is engaging participation, particularly among high-risk patients. Several design elements commonly found within gamified health and wellness programs could be made more engaging by incorporating behavioral insights.
Similar to Bartle's Player Type matrix - defines the actions that players/users can do: Compete, Express, Collaborate, Explore
Lifestyle Gamification Case Stats and Figures OPower: reduced measurable energy consumption by over $100M Aetna: increased daily healthy activities by 50% with an average engagement of 14 minutes on the site ClinicalAdvisor.com: embedded a social platform that improved user submission by 300%, comments by 400%, and Slideshow Visualizations by 53% Bottle Bank Arcade: gamified bottle bank was used 50 times more than conventional bottle bank. The World’s Deepest Bin: 132% more trash collected compared to conventional bin Piano Stairs: 66% more of people use the stairs, if they can produce music with it Speed Camera Lottery: a lottery system that causes a 22% reduction of driving speed Toilette Seat: 44% of increase in lifting the toilet seat when urinating Nike: used gamified feedback to drive over 5,000,000 users to beat their personal fitness goals every day of the year Recycle Bank grew a community of 4 million members by providing a gamified recycling platform. Chevrolet Volt: uses a green/amber indicator to give drivers visual feedback of their driving style and reduced the number of people exceeding the speed limit by 53%
Developing Games for Health Behavior Change: Getting Started
Gamification offers advantages over other types of physical activity campaigns due to its ability to bypass the perceived barriers to becoming active. Gamified design can deliver health through stealth by encouraging people to play a fun, free game rather than take part in a fitness scheme.