
"In many ways, public health can't afford to ignore gamification. Addiction is already gamified-and it's winning. As one example, "smart" vapes now feature screens, rewards, animations, and puff tracking. These high-tech devices have become top-selling products, with 32% of youth and 33% of young adults reporting using vapes with screens, games, or Bluetooth connectivity in the past month. These products are applying the same engagement strategies used in consumer tech to drive repeat use and ultimately sustain addictive behavior."
"Gamification, using elements of game design in an existing digital product or intervention to engage users and change behavior, has become an increasingly common approach in public health. It can reframe intimidating goals like exercising more, managing stress, and quitting nicotine into smaller, achievable steps that feel tangible and motivating. When implemented effectively, gamification can improve user engagement by supporting intrinsic motivation, learning and skill development, social interaction, and a sense of accomplishment."
Public health aims to drive healthy behavior changes by building awareness, meeting people where they are, and offering accessible, evidence-grounded solutions. Media and information engagement have changed dramatically, requiring public health to evolve approaches to motivate, engage, and sustain healthy behaviors. Gamification applies game design elements to digital interventions to engage users, reframe intimidating goals into smaller achievable steps, and support intrinsic motivation, learning, social interaction, and accomplishment. Addictive products like "smart" vapes use the same engagement strategies—screens, rewards, animations, puff tracking—to drive repeat use, particularly among youth and young adults. Randomized trials show socially incentivized gamified interventions can increase physical activity.
Read at Fast Company
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