Economics at your fingertips  

Health Wearables, Gamification, and Healthful Activity

Muhammad Hydari, Idris Adjerid () and Aaron D. Striegel ()
Additional contact information
Idris Adjerid: Pamplin College of Business, Blacksburg, Virginia 24061
Aaron D. Striegel: Department of Computer Science and Engineering, University of Notre Dame, Notre Dame, Indiana 46556

Management Science, 2023, vol. 69, issue 7, 3920-3938

Abstract: Health wearables in combination with gamification enable interventions that have the potential to increase physical activity—a key determinant of health. However, the extant literature does not provide conclusive evidence on the benefits of gamification, and there are persistent concerns that competition-based gamification approaches will only benefit those who are highly active at the expense of those who are sedentary. We investigate the effect of Fitbit leaderboards on the number of steps taken by the user. Using a unique data set of Fitbit wearable users, some of whom participate in a leaderboard, we find that leaderboards lead to a 370 (3.5%) step increase in the users’ daily physical activity. However, we find that the benefits of leaderboards are highly heterogeneous. Surprisingly, we find that those who were highly active prior to adoption are hurt by leaderboards and walk 630 fewer steps daily after adoption (a 5% relative decrease). In contrast, those who were sedentary prior to adoption benefited substantially from leaderboards and walked an additional 1,300 steps daily after adoption (a 15% relative increase). We find that these effects emerge because sedentary individuals benefit even when leaderboards are small and when they do not rank first on them. In contrast, highly active individuals are harmed by smaller leaderboards and only see benefit when they rank highly on large leaderboards. We posit that this unexpected divergence in effects could be due to the underappreciated potential of noncompetition dynamics (e.g., changes in expectations for exercise) to benefit sedentary users, but harm more active ones.

Keywords: health wearables; gamification; fitness; physical activity; health; health technology (search for similar items in EconPapers)
Date: 2023
References: View references in EconPapers View complete reference list from CitEc

Downloads: (external link) (application/pdf)

Related works:
Working Paper: Health Wearables, Gamification, and Healthful Activity (2023) Downloads
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link:

Access Statistics for this article

More articles in Management Science from INFORMS Contact information at EDIRC.
Bibliographic data for series maintained by Chris Asher ().

Page updated 2024-07-07
Handle: RePEc:inm:ormnsc:v:69:y:2023:i:7:p:3920-3938