What the Health Points Podcast has taught us about the real impact of gamification and behavioural design in health
I’ve spent a good part of my working life looking at what motivates us and one pattern keeps showing up.
When health systems are under pressure, the first instinct is often to throw more information at people. More leaflets. More reminders. More dashboards. More apps. But information on its own rarely moves behaviour for long.
What tends to move people is something more human.
A sense of progress. A reason to come back. Feedback that means something. A design that respects the messy reality of everyday life rather than pretending people behave like tidy spreadsheets.
That is one reason the Health Points Podcast has been such a useful body of work. Across conversations with founders, researchers, clinicians and designers, a consistent picture has emerged: when gamification and behavioural design are grounded in evidence, they can do far more than make health interventions feel a bit more engaging. They can improve adherence, extend retention, support recovery, reduce friction, and in some cases reshape whole systems of care.
This article brings together the most useful statistics and case studies we’ve explored so far.
It is designed as a reference resource rather than a polished sales story: a practical map of what has actually worked, where, and why it matters for the future of Health & Wellbeing.
The wider context: why this matters now
Before getting into the case studies, it is worth pausing on the scale of the challenge.
- Global health spending is now approximately $8 trillion a year, representing around 10–11% of global GDP.
- The video games industry is larger than the movie and music industries combined.
- Around 3 billion people, or roughly 40% of the world’s population, play games regularly.
- Unaddressed hearing loss costs the UK £25 billion per year and the global economy $981 billion.
- In dementia care, the average UK family spends £32,000 each year. Delaying progression by just 2–3 years could save a single family around £100,000.
At the same time, the digital health market still struggles with a stubborn engagement problem.
- There are now more than 300,000 health apps in the app stores.
- Average retention for a standard digital health app is only 4.2 to 5.5 days.
- Users typically spend just 2 minutes on a mental health app before closing it.
- Only 2% of digital mental health products have published clinical trials behind them.
- Of the 22 million people who bought a Wii Balance Board, anecdotally it is estimated that only 500 used it for more than a month.
That is the friction.
The rest of this article is about where momentum appears instead.
1. Adherence, chronic conditions and everyday health management
These examples sit closest to a core behavioural design challenge: how do you help people keep showing up when the work is repetitive, often inconvenient, and rarely rewarding in the moment?
Perx Health: chronic disease management
- ROI stats: Achieved 40–60% enrolment rates; users engage an average of 4.4 times per day; daily active user to monthly active user ratio of 70%+; average retention of 220+ continuous days.
- Clinical impact: A 12-month trial showed users had twice the odds of adherence to complex treatment plans, with significant improvements in biomarkers such as cholesterol and blood glucose.
- Speaker insight: “If you’re trying to design a digital solution for long-term behaviour change… engaging them for less than a week is not going to be good enough.” — Scott Taylor, Perx Health.
Re-Mission: chemotherapy adherence
- Stats: Clinical tests with several hundred patients showed that playing the game made a big difference to teenage adherence to taking nausea-inducing cancer medication.
- Mechanism: The game helped patients understand the long-term consequences of missing medication, tackling the very human problem of present bias.
- Speaker insight: “Surprisingly to me, we were able to make a game… to prove that it was actually effective… in people’s adherence to taking drugs.” — Noah Falstein.
SuperBetter: symptom reduction at scale
- Total reach: More than 1 million people have played SuperBetter.
- Clinical impact on symptoms: A University of Pennsylvania randomised controlled trial found that playing for 30 days led to a 49% decline in depression symptoms and a 61% decline in anxiety symptoms.
- Speaker insight: “SuperBetter actually had the number one greatest effect size of all the randomised control trials included in the first meta-analysis of smartphone apps for depression and anxiety.” — Keith Wakeman, SuperBetter.
Sobero: alcohol cessation
- Impact stats: Helped heavy drinkers, including people drinking up to two bottles a day, stop drinking for months.
- Impact: Used a space-exploration narrative to celebrate milestones in sobriety and support a difficult behaviour-removal journey.
- Speaker insight: “Removing behaviour is harder than adding a new one… if you don’t achieve it, you will feel super depressed.” — Geoffrey Kretz, Kwit.
EQ by Psych Apps: emotional fitness
- ROI stats: Clinical trials showed the app lowered depression and anxiety at a rate comparable to a beta blocker. Average session duration is 18–20 minutes.
- Speaker insight: “About 80% of our players actually go and implement the skill they learned within the game within a week.” — Silja Litvin, Psych Apps.
Oopla: habit snowballing for the inactive majority
- Focus: Uses a more private, “stealth mode” approach to reach senior leaders and people who are usually inactive.
- Mechanism: Breaks WHO physical activity guidance into a manageable 10-minute snowball, building confidence before performance.
- Speaker insight: “We start people off with ‘Can you do ten minutes of activity today?’ That’s the start of your snowball.” — Jonny Bloomfield, Oopla.
2. Brain health, cognition and neurodiverse support
This is one of the most compelling themes from the podcast: games are not just a wrapper for health content. In some contexts, they become the mechanism through which assessment, stimulation, training and treatment can happen.
EndeavorRX by Akili Interactive: paediatric ADHD
- ROI stats: The first and only FDA-cleared doctor-prescribed video game; demonstrated effectiveness in improving attention comparable to stimulant medication, with minimal side effects.
- Future potential: Latest results suggest the technology is 3x more powerful for adolescents and 7x more powerful for adults than the original paediatric cohort.
- Speaker insight: “We collect data at 60 frames per second… gathering a tremendous amount of data… to make the medicine better.” — Matt Omernick, Akili Interactive.
Shadow’s Edge: ADHD support through existing game mechanics
- Focus: Draws on mechanics from commercial games, including titles such as Animal Crossing, to support focus and reduce ADHD symptoms.
- Impact: Helps move the conversation towards the idea that some “off-the-shelf” games may hold therapeutic value when used intentionally.
- Speaker insight: “There are games that in themselves can be healing… just because of the mechanics that are in those games.” — Kevyn Eva.
Memory Lane Games: dementia care
- ROI stats: More than 100,000 downloads across 134 countries. In a UK pilot, the app maintained dementia severity in 92% of cases over six months, with 17% showing clinical improvement.
- Social ROI: 58% of carers reported better communication, while 83% said it made them laugh more.
- Speaker insight: “We focus on social cognition… getting the two of them talking more. That’s what we do.” — Bruce Elliott, Memory Lane Games.
Sea Hero Quest: dementia research at unprecedented scale
- ROI stats: Recruited 100,000 players in two days and eventually gathered data from 4.3 million people, creating the largest dementia data set in history.
- Diagnostic sensitivity: Able to distinguish between healthy people and those at genetic risk of Alzheimer’s in just 7 minutes of gameplay.
- Speaker insight: “One needs very big or large data to actually make it much more personalised for the people… games and gamification are the obvious parts to play with that.” — Professor Michael Hornberger, UEA.
Brain Berry by Cosma: cognitive stimulation and diagnostics
- ROI stats: Clinical trials recorded 36% total cognitive improvement, a 14% decrease in negative mood, and an 88% increase in apathy scores.
- Diagnostic power: Uses AI and wearable EEG headsets to identify which parts of the brain are deactivating and then tailor stimulation accordingly.
- Speaker insight: “Once the headset kicks in… it would force you to play the games that you’re avoiding because that’s where the stimulation needs to happen.” — Kartheka Bojan, Brain Berry.
The Melody Game: cochlear implant training
- Impact stats: Used by more than 150 cochlear implant users to retrain auditory discrimination.
- Clinical impact: Moves beyond right-or-wrong recognition towards perception, helping users hear music and television again.
- Speaker insight: “CI sound is artificial hearing… the focus is on perception. Perception, everybody has one… and it can change by training.” — Joke Veltman, IQ Health.
Samsung “Look At Me”: autism support
- ROI stats: Helped 8 out of 10 children with autism improve eye contact with their parents after 6–8 weeks of training.
- Speaker insight: “Through technology, they look directly into the camera lens and looks at you… they started to look at the visual of their mum or father… they started to focus.” — Wain Choi.
Kai Sanctuary: paediatric mindfulness
- Impact stats: Engages children as young as 2.5 to 3 years old in mindfulness exercises.
- Impact: Uses a microphone-based breathing mechanic to “charge up” a virtual creature, helping children practise calm and self-regulation.
- Speaker insight: “If the child is not actually engaging with the game… that data just won’t get aggregated. So really, you should be starting with story first.” — Shivani Lamba, Brightlobe.
3. Rehabilitation, therapy and restoring confidence
If there is one place where the theory-on-paper meets practice very quickly, it is rehabilitation. People are asked to repeat movements that hurt, feel tedious, or remind them of what they have lost. In that setting, motivation is not a nice-to-have. It is part of the treatment.
Conglomerate Games / Cape Breeze: cystic fibrosis therapy
- ROI stats: In a clinical trial, 80% of the breaths taken by children with cystic fibrosis during gameplay were verified as high-quality therapeutic breaths.
- Impact: Turned breathwork into a playable mechanic with immediate feedback on technique.
- Speaker insight: “You played the game with your breath… all the gameplay revolved around that… we were able to provide immediate feedback, which is essential for learning the proper technique.” — Jamie Bankhead, Conglomerate Games.
Rehaboo: physical rehabilitation
- Stats: More than 13,000 games played and nearly 8 million steps taken through motion-sensor gameplay in hospitals and care homes.
- Satisfaction: Maintains a user rating of 4.5 out of 5 after 15,000 sessions.
- Speaker insight: “Kids said, ‘No, I haven’t done my exercises. It hurts. It’s not fun.’ … We make it fun, empowering, and measurable.” — Peter & Katju, Rehaboo.
Rehability by Imaginary: neurology rehabilitation
- ROI stats: Built on more than 8 years of research and clinical studies; achieved motivational indexes above 90% among older patients.
- Clinical impact: Combines physiotherapy with cognitive stimulation for patients aged 60–95, helping them regain autonomy in daily life.
- Speaker insight: “Patients said that after something like a stroke, they feel like losers in their life, and now playing these games, they have the feeling they can win again.” — Lucia Pannese, Imaginary.
Grippable: hand and wrist therapy
- ROI stats: The handheld sensor can detect as little as 62 grams of force and is used in more than 35 research institutions.
- Clinical impact: Reframes repetitive “putty squeezing” into games such as Balloon Buddies, improving adherence from the usual 30–50% benchmark.
- Speaker insight: “If I get them doing the identical movement, but they’re holding Grippable and playing games, lo and behold, it doesn’t hurt.” — Nicola Goldsmith, Grippable.
Stable Hand VR & Phantom AR: reconstructive surgery recovery
- Stats: Trials involving 150+ patients.
- Clinical impact: Converts gameplay into improved range of motion and force by using virtual healthy hands to help patients move past fear and pain.
- Speaker insight: “In VR, they simply don’t care. They bend the finger like nothing has happened just because they’re so distracted.” — Cosima Prahm, Play Bionic.
Step Connection: falls prevention
- ROI stats: 60 levels of gameplay improved reaction times by 200–400 milliseconds.
- Clinical impact: Uses Kinect-style movement to support home-based balance training for older adults.
- Speaker insight: “They saw the game as a companion… some people started playing level one just to warm up… it became part of their routine.” — Jaime Garcia, UTS.
Gabarello / Lokomat: gait rehabilitation
- Clinical impact: Reframed the awkward repetition of robotic gait training as a playful VR moonwalk.
- Impact: Improved willingness to complete tedious rehabilitation movements for 20+ minutes.
- Speaker insight: “Taking something of a deficit and making it a benefit… that is a good example of what gamification can do.” — Professor Oliver Korn.
4. Mental health, emotional regulation and psychological safety
A recurring lesson from the podcast is that mental health support often works best when people are not made to feel like a problem to be fixed. Games can create enough distance, safety and autonomy for learning, reflection and regulation to happen.
Vampire Therapist: cognitive behavioural therapy in play form
- ROI stats: BAFTA-nominated; players reported genuine internalisation of 13 cognitive distortions after just 2.5 hours of play.
- Impact: Lets people learn therapy concepts as a third-person observer, which can be less threatening than direct intervention.
- Speaker insight: “Players are actually recognizing real change in themselves… this pattern recognition… is a grounding exercise.” — Cyrus Nemati, Little Bat Games.
Maxim VR: adolescent mental health
- Focus: Addresses the fact that 75% of mental illnesses start before age 18, while also recognising that 25% of elite athletes suffer from lifelong disorders.
- Impact: Uses a non-verbal AI companion to provide mirroring and support during long waits for clinical help.
- Speaker insight: “How do we make them feel safe and seen and in control? … we can give you, teach you the skills before it actually gets to a point where you might have a diagnosed problem.” — Lisa Franke, Maxim VR.
The Last Maestro: PTSD and burnout support
- ROI stats: A study found a statistically significant reduction in burnout symptoms among frontline nurses.
- Impact: A music-conducting experience that creates emotional escape and nervous-system regulation in a safe environment.
- Speaker insight: “In a world where they often don’t have full autonomy… they’re absolutely given full autonomy in this environment.” — Amy Duncan, Sea Monster.
Game-health correlation study: a healthier baseline for the debate
- Stats: One of the largest high-quality data sets in social science, tracking 40,000 people over six weeks.
- Finding: Found little to no negative impact of gameplay on mental health, challenging the simplistic assumption that games are inherently harmful.
- Speaker insight: “Humankind is getting better. We’re getting more intelligent… thinking gets shallow if we’re bored with our task, not because of the tech.” — Dr. Niklas Johannes.
5. Public health, health literacy and community-scale behaviour change
Some of the strongest examples are not about a single patient at all. They are about shifting norms, improving understanding, and making healthier behaviour easier to notice, practise and sustain at community level.
Civic Dollars: public health and community value
- ROI stats: In a West Belfast project, older adults spent 18,500 hours outdoors. The programme delivered a 12.8% increase in self-reported wellbeing.
- Altruistic ROI: Around 43–44% of all currency earned was donated to local charities instead of spent personally.
- Speaker insight: “We don’t care whether you walk, run, cycle or just sit at a park bench… you can still earn a civic dollar… what you’re actually doing is driving incidental activity.” — Stephen McPeake, Civic Dollars.
UNICEF handwashing in Ghana: hygiene education through culture
- ROI stats: A culturally grounded physical game led to an 8.5% drop in self-reported stomach illness among school children.
- Speaker insight: “When washing your hands feels that good, of course the next time you see a bar of soap you’re going to pick it up.” — Sam Liberty.
VR vaccination study: public health communication
- ROI stats: Delivered an 8.9% increase in vaccination intention; 60% of participants were more likely to vaccinate after one session; the intervention was 3x more effective than tablet-based information.
- Impact: Participants embodied an older person in VR to experience herd immunity rather than simply read about it.
- Speaker insight: “Even the best interventions typically are not able to have an effect two weeks later on the attitude of people… VR was three times as effective.” — Robert Bohm & Aske Mottelson, University of Copenhagen.
Dysphagia Game by Focus Games: swallowing safety training
- Stats: Translated into 8 languages and used in care homes globally to train non-specialist staff.
- Impact: Uses a simple Snakes and Ladders format to teach information that can prevent choking and pneumonia.
- Speaker insight: “If a player can’t understand how one of our games works within 30 seconds, we’ve probably failed.” — Andy Yeoman, Focus Games.
COVID-19 Indigenous community posters: health literacy through local relevance
- Stats: Posters were translated into 6 indigenous dialects and replaced government graphics that had been rejected by the community.
- Impact: Used “Where’s Wally” style search mechanics to keep attention on key hygiene messages.
- Speaker insight: “The government message showed hands under tap water. This community doesn’t have plumbing… they bring water in tanks. If you show a tap, they reject the message.” — Agnessa Spanellis, Heriot-Watt.
Dying Dave: paramedic triage training
- ROI stats: A trial of 100 paramedics found that those trained with the serious game were at least as effective as those trained with traditional mannequins, with stronger knowledge retention.
- Impact: Offered a realistic, lower-cost simulation of life-and-death scenarios.
- Speaker insight: “The result of the training… was that the people who were trained using the serious game… showed a verifiable improvement over traditional training.” — David Wortley.
6. Physical activity, fitness and healthy routines people actually keep
One of the easiest mistakes in health design is to assume that getting someone started is the same as helping them continue. These examples are interesting because they show persistence, enjoyment and social momentum rather than one-off novelty.
Be Active study: cardiovascular health
- ROI stats: A trial involving 1,050 patients found that gamification increased daily activity by 1,950 steps, around 500 more than the control group.
- Sustainability: The benefits continued for six months after the intervention ended.
- Speaker insight: “Gamification appears to be more effective than financial incentives… which has big implications for thinking about how to design incentive programmes.” — Dr. Alexander Fanaroff, University of Pennsylvania.
Zombies, Run!: narrative fitness
- Impact stats: Built a community of around half a million active players using audio adventure to motivate regular running.
- Clinical impact: Users reported weight loss, increased fitness, and support through recovery from depression, surgery and cancer.
- Speaker insight: “Our goal is to make you get up on that rainy Sunday morning and be excited about going for a run… because they want to find out what happens next.” — Adrian Hon, Six to Start.
Super Sleeper: sleep hygiene through self-gamification
- Impact stats: Achieved 125 consecutive nights of 7+ hours of sleep after a long period of chronic sleep deprivation.
- Impact: Shows how wellbeing can become a by-product when habit formation is designed as a personal game rather than a chore.
- Speaker insight: “Wellness, health, it becomes a beautiful byproduct because I am so into having fun with my games.” — Victoria Ichizli-Bartels.
GameBus: cost-effective incentives
- Impact stats: Found that lottery-style rewards, such as a 20% chance to win, produced the same level of engagement as guaranteed rewards at a much lower provider cost.
- Sustainability: Financial incentives lifted activity in the short term without harming engagement after the incentive was removed.
- Speaker insight: “What you don’t stress enough… is that it’s much cheaper… and it keeps people engaged.” — Pieter Van Gorp, Eindhoven University.
Team Sports: social exercise with AI scoring
- Impact stats: Maintains teams of 30–50 players who exercise more than three times a week using AI-tracked rep scores.
- Impact: Uses social pressure and team visibility to create a feeling that progress is shared rather than solitary.
- Speaker insight: “Whatever you are, your stats are with you… your teammates are with you… you’re never on your own.” — Francisco Baptista, Team Sports.
Magic Mountain: collective calorie goals
- Impact stats: Uses a team-first structure in which groups collaborate towards a shared calorie target.
- Aesthetic ROI: High-quality visual feedback, including confetti animations, was cited as a major driver of repeat logins and small daily wins.
- Speaker insight: “That aesthetic feedback… can create a very rewarding experience and one that you look forward to.” — Dr. Zac Fitz-Walter.
Playfinity: re-activating youth movement
- Impact stats: Tracked 2.5 million jumps and throws in a single month across 21 countries.
- Impact: Designed for the 98% of children who are not on an elite pathway, making basic movement practice feel rewarding.
- Speaker insight: “The moment kids aren’t having fun, then we’re not doing our job… we all want to have fun, and age doesn’t matter.” — Pippa Boothman, Playfinity.
7. Corporate wellbeing, workforce health and systemic change
Health behaviour never sits in a vacuum. It is shaped by incentives, organisational norms, leadership habits and the structures around people. That is why some of the most useful case studies are really about systems, not just individuals.
Discovery / Vitality: insurance-linked wellness
- ROI stats: Around 700,000 active users; members with an Apple Watch benefit exercise 2–3 more days a week than standard members.
- Business ROI: Highly engaged members are more likely to stay, with lower lapse rates on insurance policies.
- Speaker insight: “When people start engaging with physical activity, they start engaging with other lifestyle behaviours… peoples’ BMIs reducing, cholesterol, blood pressures going in range.” — Jacqui Nortje, Discovery.
FitLink: condition-agnostic wellness with a wider purpose
- Impact stats: Reaches 9,000 global users; team battles such as Marketing vs IT significantly nudged sedentary staff to move during lunch breaks.
- Planet ROI: Partnered with Ecologi so healthy actions could also trigger tree planting.
- Speaker insight: “I’m not doing something for myself, I’m doing something for the planet… that feels more meaningful.” — Paul Gosnell, FitLink.
Engage by Novartis: patient-focused drug development training
- Impact: A card game that trained several hundred professionals globally on patient-centred drug design.
- Systemic ROI: Senior leaders said they learned more about research tools in 3 hours of play than in the previous 6 months of conventional training.
- Speaker insight: “The physicality of this means you can have the conversations… people remember stories more than statistics.” — Sam Knowles, Insight Agents.
What these case studies point to
Taken together, these examples suggest a few practical lessons.
1. Engagement is not the end goal. It is the gateway.
The strongest projects do not stop at clicks, streaks or session length. They use engagement to create enough repetition, confidence and feedback for healthier behaviour to take hold.
2. The mechanic has to fit the behaviour.
The most effective examples are not generic points-and-badges overlays. They are tailored systems where the play itself helps someone breathe better, move further, remember more, or practise a difficult conversation.
3. Story, identity and feedback matter more than novelty.
People return when the experience helps them feel capable, connected or curious about what comes next.
4. Good gamification is human-focused.
When done well, gamification and behavioural design respect time, attention, dignity and context. That matters so much in Health & Wellbeing.
Conclusion
If there is one lesson I would take from all of this, it is that we need to stop treating motivation as a communications problem.
It is a design problem.
People are not failing because they have not been told enough. More often, they are trying to navigate pain, fatigue, fear, competing priorities, low confidence, or systems that were never really built with their behaviour in mind.
That is why this body of evidence matters.
Across chronic disease, rehabilitation, mental health, community wellbeing, public health communication and workforce change, the pattern is remarkably consistent: when we design for autonomy, feedback, meaning, progression and context, people do more than comply. They participate. They persist. They recover. They reconnect.
For me, that is the real promise here.
Not making health feel more entertaining.
Making healthier systems feel more human.
And if that sounds ambitious, good. It should be. The pressures facing health and care are not getting smaller. We need better tools, certainly. But we also need better judgement about how human behaviour actually works in the wild.
These case studies do not offer a single template.
They do offer something more useful: evidence that thoughtful gamification and behavioural design can create momentum where friction used to be.
That is worth paying attention to.
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