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.
- Gamified interventions increased physical activity with a small to medium effect compared with controls.
- On average, people took about 1,600 more steps a day.
- The effect was still there about 14 weeks after the interventions ended, though it was smaller.
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:
- Social beats solo. Team challenges keep people coming back.
- Progress you can see. Streaks, levels and badges make small wins visible.
- Optional and kind. Leaderboards should motivate, not shame. The best designs let people play at their own level.
- Real rewards are the feelings. Fun, connection and achievement last longer than prizes.
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.