---
title: "Does gamification really get people moving? What a meta-analysis found – Ascend Esports"
url: https://ascendesport.ae/does-gamification-get-people-moving/
description: "Points, levels and challenges are everywhere in fitness apps. A review of 16 randomised trials found they really do increase activity, with some caveats."
last_modified: 2026-10-06T09:00:00+04:00
site: "Ascend Esports"
summary_for_agents: https://ascendesport.ae/llms.txt
---

[Gamified Wellness](https://ascendesport.ae/category/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.

![](https://ascendesport.ae/wp-content/uploads/2026/08/hammer.png) **Ascend Esports team** 6 October 2026 · 2 min read

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![Runners in motion during a race](https://ascendesport.ae/wp-content/uploads/2026/10/does-gamification-get-people-moving.jpg)

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**.

- 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](https://ascendgamifiedwellness.com/) runs facilitated experiences built on three pillars: Move, Play and Connect.

## Sources

- [Mazeas A, et al. Evaluating the effectiveness of gamification on physical activity: systematic review and meta-analysis of randomized controlled trials. J Med Internet Res 2022;24(1):e26779](https://www.jmir.org/2022/1/e26779)

![](https://ascendesport.ae/wp-content/uploads/2026/08/hammer.png)

Written by the Ascend Esports team

Coaches, game builders and wellness specialists at Ascend Esports, the esports division of Ascend Innovations in Mirdif, Dubai. Questions about this article? [Ask Ascenzo](https://ascendesport.ae/does-gamification-get-people-moving/#chat).

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