The article presents the idea of a sports and gaming mobile application. The proposed concept has a number of indisputable advantages over the analogue products. The main one is the presence of a mechanism of artificial motivation to lead a more active lifestyle. This approach is especially relevant for modern children and teenagers, most of whom prefer virtual entertainment. The analysis of approaches and methods for encouraging and retaining the user of the mobile application was carried out based on the studied literature. The problem of reducing the physical activity of the population is highlighted. Based on the model of additive convolution for the problem of multi-criteria optimization, the feasibility of implementing the system and its superiority over similar software products presented on the market are substantiated. The expected implementation effects of the system are formulated. Mathematical model for substantiation of educational and physical culture and health effects are proposed. Decomposition of the system into subsystems was carried out using Gain-Sarson DFD-notation. The skeleton architecture of the application has been developed and substantiated. The UML activity diagram of the main process of system functioning has been developed. One of the possible options for implementing the system is proposed: the model of the project life cycle is chosen and substantiated, the stages of its implementation are determined, and the list of minimum necessary human resources is assigned. Implementation of the proposed application will have positive sports, health and educational effects. In addition to improving physical fitness, users will increase their awareness of the achievements of world-famous athletes and the sports they represent. The proposed mechanics for a gradual transition from regular walks to runs will minimize the chance of injury. The implementation of the proposed application is the first step for quantitative and qualitative analysis of physical activity of users. On the basis of statistical data, which is going to be collected in the following versions of the system, it is possible to determine to what extent the use of modern technologies and gamification mechanisms can motivate people to a more active lifestyle. The basis for this stage is the model presented in this paper.