Abstract

ObjectiveSmartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques.MethodsTwo trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price.Data sourcesWe screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads). We included free and paid English language apps using ‘gamification’ (rewards, prizes, avatars, badges, leaderboards, competitions, levelling-up or health-related challenges). We excluded apps targeting health professionals.Results64 of 1680 (4%) health apps included gamification and met inclusion criteria; only 3 of these were in the NHS Library. Behaviour change categories used were: feedback and monitoring (n=60, 94% of apps), reward and threat (n=52, 81%), and goals and planning (n=52, 81%). Individual techniques were: self-monitoring of behaviour (n=55, 86%), non-specific reward (n=49, 82%), social support unspecified (n=48, 75%), non-specific incentive (n=49, 82%) and focus on past success (n=47, 73%). Median number of techniques per app was 14 (range: 5–22). Common combinations were: goal setting, self-monitoring, non-specific reward and non-specific incentive (n=35, 55%); goal setting, self-monitoring and focus on past success (n=33, 52%). There was no correlation between number of techniques and user ratings (p=0.07; rs=0.23) or price (p=0.45; rs=0.10).ConclusionsFew health apps currently employ gamification and there is a wide variation in the use of behaviour change techniques, which may limit potential to improve health outcomes. We found no correlation between user rating (a possible proxy for health benefits) and game content or price. Further research is required to evaluate effective behaviour change techniques and to assess clinical outcomes.Trial registration numberCRD42015029841.

Highlights

  • Smartphone use has increased rapidly in recent years in developed and developing countries

  • Few health apps currently employ gamification and there is a wide variation in the use of behaviour change techniques, which may limit potential to improve health outcomes

  • We found no correlation between user rating and game content or price

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Summary

Introduction

Smartphone use has increased rapidly in recent years in developed and developing countries. There are over 2 billion smartphone users globally in 2016 and by 2018 one-third of the world’s population will use smartphones.[1] China had 500 million smartphone users in 2014, and in 2016, India will exceed 200 million users overtaking the USA as the world’s second-largest smartphone market.[1]. Accompanying this rapid growth in smartphone use is a huge expansion in applications targeting health and health-related behaviours.

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