provider image
Welcome! You’re in GoodRx for healthcare professionals. Now, you’ll enjoy a streamlined experience created specifically for healthcare professionals.
Skip to main content
HomeHealthcare AccessDigital Health

Gamification in Healthcare: 6 Examples of How It’s Used

Timothy Aungst, PharmDAlyssa Billingsley, PharmD
Updated on February 1, 2024

Key takeaways:

  • Developing healthy habits can be difficult and unsuccessful without proper support or motivation.

  • Gamification is a way to engage people and get them to keep using products or services by rewarding them.

  • Using gamification in healthcare can help encourage healthy habits that could benefit certain medical conditions or overall health. More research needs to be done to see if gamification in healthcare has long-term benefits.

A couple checking an exercise app.
golero/E+ via Getty Images

How many times have you used an app, played a game, or been on social media and just couldn't put it down? A few times? A lot?

More often than not, engaging with these activities rewards your brain in a specific way. This so-called “dopamine rush” happens when doing something you find enjoyable or exciting. Dopamine is a chemical made by our brains that encourages us to repeat these actions.

Many technology companies have found ways to tap into this aspect of human behavior to keep users engaged with their products and services. One technique to accomplish this is called gamification. Gamification is a strategy that provides a reward to a person to encourage them to keep using a product.

SPECIAL OFFER

Save over 40% on Qsymia with GoodRx

Discover the once daily Qsymia for weight management. Qsymia is for adults and children 12-17 in combination with a healthy diet and regular exercise.

Woman going for a run at sunset
Igor Alecsander/E+ via Getty Images Plus

But these methods aren’t just being applied to video games and social networking apps. Using gamification in healthcare can help encourage lifestyle changes and healthy habits.

What is gamification?

Gamification is a term that started gaining traction in the 2010s. Many developers and companies wanted to find a way to reward people for behavior change.

For instance, many public health campaigns using media, such as television commercials, aren’t always successful in changing people’s habits. You may see ads about exercising, but will it make you want to get up and go for a walk? Or will you forget about that ad once the commercial break is over?

Gamification is the concept that instead of telling you to do something, you’re rewarded for doing something. This can include many different rewards. Maybe it's points to show your progress. Or maybe there are badges you got for doing something awesome. The possibilities are seemingly endless. 

These rewards signify that you’re doing a good job and that there’s more to come if you keep at it. This activates a release of dopamine in the brain and encourages you to keep using the product.

How is gamification used in healthcare?

Gamification is being explored in healthcare as a means to help change people's health habits. This has become an area of focus in recent years. Researchers are still learning whether gamification can really help improve health.

Some areas of interest when it comes to using gamification in healthcare include:

  • Mental health and well-being

  • Physical activity and exercise

  • Smoking cessation (quitting smoking)

  • Encouraging lifestyle changes that can benefit chronic health conditions, such as Type 2 diabetes

Keep in mind that using gamification in healthcare won’t cure or reverse health conditions. And it’s not a replacement for standard treatments. But it may be a helpful addition when it comes to developing good habits that complement someone’s current treatments.

Benefits of gamification in healthcare

We need more research focused on gamification in healthcare to say for sure what benefits it may have. Possible benefits could include:

  • People being more engaged in their overall health

  • People being better informed about their health conditions or treatments

  • People sticking to treatments, therapies, or medications better

  • Healthcare professionals having better insight about their patients’ health conditions

6 examples of gamification in healthcare

There are many ways that gamification has been used for healthcare. Below are six examples.

1. Workplace wellness challenges

Ever participate in a “steps challenge” at work? This is an example of gamification used by employers. These challenges encourage their workers to compete and get more active through wellness challenges. Typically employees participate in a team for a reward.

2. Smartwatch incentives

The Apple Watch initiated something called the close ring feature. You can set standing, exercise, and movement goals for each day. As you get closer to your goals, a colored line begins to form a circle and shows you how close you are to each goal. You can also share your progress with others and compete with friends. Other brand smartwatches, such as FitBit and Garmin, also have similar features.

3. Exercise and fitness apps

Many exercise and fitness apps and devices use gamification that rewards you for exercising consistently. Users can earn badges for monthly challenges or points for progress. This can help encourage users to strive to be more active in order to see their progress and rewards.

4. Physical therapy

There are several studies of people using gamification in physical therapy. These included people attending rehabilitation after musculoskeletal surgery, such as a knee replacement. But they’ve also looked at people undergoing long-term physical therapy for chronic conditions, such as rheumatoid arthritis.

In one of these studies, participants with knee osteoarthritis used Nintendo’s Wii Fit game. Researchers found it helped people improve balance and lowered their risk of falls.

5. Anxiety in children

Lumi Nova is an example of gamification in mental health. This app is designed for children between ages 7 to 12 with mild to moderate anxiety. The game teaches the child techniques taught in cognitive behavioral therapy. It also provides in-game rewards after the child completes challenges.

A small study showed Lumi Nova helped reduce some anxiety symptoms after children played it for 8 weeks. It also helped those children make progress with their personal treatment goals. But it didn’t significantly improve their overall functioning.

6. ADHD in children

Another example of gamification in children’s healthcare is EndeavorRx. This is a mobile video game for kids ages 8 to 12 with attention-deficit hyperactivity disorder (ADHD). Through its gameplay, it helps improve attention and focus over time. Along with other gamified rewards, the app allows the child to earn digital “gems” that can unlock new levels in the game.

Does gamification in healthcare work?

There have been mixed results when using gamification for managing health conditions. One study looked at the use of gamification to encourage more physical activity and promote weight loss in people with Type 2 diabetes.

Participants in this study all received a wearable device that tracked their steps and activity. They were then split into two groups: one group that experienced gamification and one that did not. Gamification had some impact on promoting behavior change, such as walking more and exercising.

But there was no significant difference in weight loss between those who used gamification and those who didn’t. Both groups lost significant weight, though. The most noticeable benefits were seen in the first few months of the study. People seemed to become less engaged as time went on.

Another study looked at using gamification to encourage more physical activity in adults who are considered overweight or obese. The group using gamification were more active during the beginning of the study. But as time went on, they weren’t significantly more active than those who weren’t using gamification.

Why did gamification stop working?

Researchers aren’t sure why gamification stopped working in the studies discussed above. But it could be because the novelty of the reward system wears off as time passes. In other words, people get bored of the same thing over and over.

More research will need to be conducted about the long-term use of gamification in healthcare. It’s possible that better technology needs to be developed that can keep people engaged for a longer time. Or perhaps gamified experiences need to change over time in order to prevent boredom.

The bottom line

Gamification is a modern technique that aims to change human behavior using technology. By providing rewards to people based on their activity, it can encourage people to keep using the product or device. Using gamification in healthcare shows some promise in helping people change their health habits. But a question of long-term effectiveness still remains to be answered. It’s possible we may see more use of gamification in healthcare as experts learn more about what works long term.

why trust our exports reliability shield

Why trust our experts?

Timothy Aungst, PharmD
Timothy Aungst, PharmD, has worked in pharmacy practice for the past decade with different roles and responsibilities. He has served as an associate professor of pharmacy practice for almost a decade, a clinical pharmacist in outpatient cardiology management, and now in home healthcare.
Christina Aungst, PharmD
Christina Aungst, PharmD, is a pharmacy editor for GoodRx. She began writing for GoodRx Health in 2019, transitioning from freelance writer to editor in 2021.
Alyssa Billingsley, PharmD
Alyssa Billingsley, PharmD, is the director of pharmacy content for GoodRx. She has over a decade of experience as a pharmacist and has worked in clinical, academic, and administrative roles.
View All References (9)

Cotton, V., et al. (2019). Gamification use and design in popular health and fitness mobile applications. American Journal of Health Promotion.

Cugelman, B. (2013). Gamification: what it is and why it matters to digital health behavior change developers. JMIR Serious Games.

Freak-Poli, R. L. A., et al. (2020). Workplace pedometer interventions for increasing physical activity. The Cochrane Database of Systematic Reviews.

Lenihan, D. (2012). Health games: a key component for the evolution of wellness programs. Game for Health Journal.

LinkedIn. (2020). How to achieve all-star status on LinkedIn.

Luo, S. X., et al. (2016). Dopaminergic neurons and brain reward pathways. The American Journal of Pathology.

Patel, M. S., et al. (2021). Effect of behaviorally designed gamification with social incentives on lifestyle modification among adults with uncontrolled diabetes. JAMA Network Open.

Sardi, L., et al. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics.

Zhao, X. (2020). Health communication campaigns: A brief introduction and call for dialogue. International Journal of Nursing Sciences

GoodRx Health has strict sourcing policies and relies on primary sources such as medical organizations, governmental agencies, academic institutions, and peer-reviewed scientific journals. Learn more about how we ensure our content is accurate, thorough, and unbiased by reading our editorial guidelines.

Was this page helpful?

Subscribe and save.

Get prescription saving tips and more from GoodRx Health. Enter your email to sign up.

By signing up, I agree to GoodRx's Terms and Privacy Policy, and to receive marketing messages from GoodRx.