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Updated: Jul 19, 2025

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Health Wearables, Gamification, and Healthful Activity.

Muhammad Zia Hydari1, Idris Adjerid2, Aaron D Striegel3

  • 1University of Pittsburgh.

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Summary
This summary is machine-generated.

Fitbit leaderboards increase daily steps for users, particularly benefiting sedentary individuals. However, highly active users may decrease their steps when using leaderboards.

Keywords:
Health wearablesfitnessgamificationhealthhealth technologyphysical activity

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Area of Science:

  • Health Informatics
  • Behavioral Science
  • Human-Computer Interaction

Background:

  • Health wearables and gamification show potential for increasing physical activity.
  • Existing research on gamification's benefits is inconclusive, with concerns about competition favoring active users over sedentary ones.

Purpose of the Study:

  • To investigate the impact of Fitbit leaderboards on daily step count.
  • To analyze the heterogeneous effects of leaderboards on users with different baseline activity levels.

Main Methods:

  • Utilized a unique dataset of Fitbit wearable users.
  • Compared daily step counts of users participating in Fitbit leaderboards versus a control group.
  • Analyzed the differential impact of leaderboards based on users' pre-adoption activity levels.

Main Results:

  • Overall, Fitbit leaderboards increased daily physical activity by 370 steps (3.5%).
  • Sedentary users significantly increased daily steps by 1,300 (15% relative increase).
  • Highly active users decreased daily steps by 630 (5% relative decrease).

Conclusions:

  • Fitbit leaderboards have a heterogeneous effect, significantly benefiting sedentary individuals while potentially harming highly active ones.
  • Sedentary users gain from leaderboards regardless of rank, possibly due to non-competitive dynamics.
  • Highly active users require high rankings on large leaderboards to see benefits, suggesting competition dynamics are key for this group.