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Gamified Wellness

Does gamification really get people moving? What a meta-analysis found

Points, levels and challenges are everywhere in fitness apps. A review of 16 randomised trials found they really do increase activity, with some caveats.

Ascend Esports team · 2 min read
Runners in motion during a race
Runners in motion during a race

Gamification means using game design, like points, levels, challenges, teams and instant feedback, outside games. It's in step counters, language apps and workplace wellness. But does it change behaviour?

What the research found

In 2022, researchers led by Alexandre Mazeas published a systematic review and meta-analysis in the Journal of Medical Internet Research. They pooled 16 randomised controlled trials with 2,407 participants.

The authors called gamification "a promising avenue" for promoting physical activity, while noting that the studies varied a lot and that more rigorous, longer-term trials are needed.

What makes it work

From the research and from running gamified sessions ourselves, a few things stand out:

Where Ascend fits

For young players, wellness is built into our coaching: movement breaks, posture and recovery are part of the game plan. For companies and teams, our sister brand Ascend Gamified Wellness runs facilitated experiences built on three pillars: Move, Play and Connect.

All insights

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