Web Development
Mobile Development
UX/UI Design
Staff Augmentation
CTO as a Service
Dedicated Team
Low code development
Web Development
Mobile Development
UX/UI Design
Staff Augmentation
CTO as a Service
Dedicated Team
Low code development
Sport & Fitness
Trends
Dec. 18, 2025
8:30 min to read
Table of Contents
What Is Gamification in Fitness?
What Gets Gamified in Fitness Apps?
Does Gamification Actually Work in Fitness Apps?
What to Consider Before Adding Gamification
We're used to dopamine hits. Badges, levels, streaks, and virtual rewards now feel like standard features in many fitness apps. But do they actually help people stay motivated in the long run, or are they just a way to sugarcoat routine?
Every time you complete a workout, you get something: a congratulatory pop-up, a digital medal, a tiny animation that says, "You did it." It feels rewarding because it is. These features are designed to tap into the same reward systems that keep us playing games or checking social media. A closed ring feels like an achievement. A broken streak can feel like failure.
That's the power and the risk of gamification. Originally introduced as a fun way to keep users engaged, gamification has become a core UX element in health and wellness apps.
In this article, we'll unpack what gamification means in fitness, explore where it adds value (and where it doesn't), and how it's used in popular apps. Because turning fitness into a game only works if it helps people win, not just play.
At its core, gamification is about adding playful mechanics to everyday tasks. In fitness apps, that means turning workouts into something that feels more like a game, with points, progress bars, badges, streaks, or even imaginary missions. Instead of just logging a workout, you might complete a quest, earn a new level, or unlock a prize for staying consistent.
Why does this work? Because exercise is hard to stick with. Results take time, motivation fades quickly, and daily routines get boring. Gamification fills in those gaps. It gives users an immediate sense of accomplishment, a visual cue that says "you did something today," even if that something was just a 10-minute walk.
It's not just about fun, it's about feedback. The fitness industry has borrowed this idea from mobile games, social platforms, and learning apps, all of which have mastered the art of keeping people engaged. Gamification gives people a reason to come back tomorrow, and that's often more important than perfect form or advanced features.
Done well, it can help users build momentum. Done poorly, it can feel like noise or worse, like pressure. But before we get into what works and what doesn't, let's look at how fitness apps actually use gamification in practice.
Fitness apps don't just count steps or log workouts anymore. They design experiences. And gamification is the toolkit behind that, shaping how users feel about progress, effort, and even failure.
Here are the most common ways apps bring game elements into fitness:
Daily challenges
Instead of just telling users to "stay active," many apps now give them a specific task: walk 8,000 steps today, complete a 20-minute yoga session, drink enough water. These challenges reset every day, giving users a small, achievable goal that builds consistency, one checkbox at a time.
Levels and ranks
Just like in a video game, users can "level up" the more they move. Some apps reward users with new titles from "Beginner" to "Beast Mode" or unlock harder challenges as they go. It's a way to show growth, even if the scale hasn't moved yet.
Virtual rewards and currency
A badge here, a trophy there. Sometimes users collect points they can exchange for perks or just see their progress visualized in a fun way. For example, they might see confetti after finishing a workout or create a virtual cabinet for their medals. This adds a layer of celebration that keeps things light and rewarding.
Streaks and progress tracking
One of the most addictive gamification features. Streaks count how many days in a row users complete their tasks. Apps like Apple Fitness even turn it into a visual loop break the chain, and the ring stays open. It's powerful, but also risky (we'll get to that later).
Competing with friends
Fitness can be lonely. So many apps now let users compare scores, join team challenges, or climb leaderboards. Whether it's a step count contest with coworkers or a virtual race with strangers, social gamification adds pressure and motivation.
Together, these mechanics turn routines into rituals. But do they actually help users stay active for longer? Or do they just keep people tapping?
Gamification isn't just a buzzword - it's a strategy. But the results depend on how and when it's used.
In the short term, game elements clearly help. Research shows that fitness apps with gamified features have higher engagement rates. For example, a systematic review of health and fitness apps found that 60% of studies combined gamification with wearables to promote physical activity, while half of them incorporated elements like streaks, rewards, or daily challenges.
Why does it work? Because it taps into human psychology. A progress bar makes a workout feel like a mission. A streak gives a sense of consistency. Badges offer tiny moments of reward. All of this boosts motivation, especially in the early days when users are still building habits.
But here's the catch: it doesn't always last.
Many users report losing interest once a streak is broken or rewards stop feeling meaningful. One fitness app added a "freeze your streak" feature that required 3-4 extra taps, but this led to more negative reviews. What was intended to help actually frustrated people. The main issue? Gamification turned into a burden instead of a motivation.
There is also the risk of creating shallow habits. If users exercise just to earn a badge and not because they enjoy it, they may quit once the novelty fades.
In short, gamification works best when it aids users in reaching their real goals, not when it replaces these goals. It can help encourage consistency, but it should not be the only reason people stay active.
What Works | What Doesn’t |
| Increases short-term motivation with points and badges | Motivation often drops once rewards lose novelty or streaks break |
| Helps users build habits through daily challenges | Habits can be fragile if they rely only on external rewards |
| Adds social interaction through leaderboards and groups | Some users feel pressured or frustrated by competition |
| Shows clear progress and encourages consistency | Extra steps or complex mechanics can annoy users |
| Makes workouts feel lighter and more engaging | Can distract from the real goal of building a healthy routine |
Read also: Why Users Delete Fitness Apps (and How to Prevent It)
At its best, gamification helps people stay consistent with healthy routines, even when the initial excitement fades. Let’s look at how well-known apps use game mechanics to drive real behavior, and what we can learn from them.
Apple's famous "Move, Exercise, Stand" rings are one of the most recognizable gamification systems in the world. Users get a daily goal and visual progress in the form of three colored rings. The real hook? Streaks. Once you start closing your rings daily, you don't want to break the chain.
Why it works: It uses loss aversion and a clear visual goal. According to Apple, users who maintain a 10+ day streak are more likely to complete monthly challenges and remain active in the long term.

Garmin keeps users motivated by offering achievement badges and community challenges. People can earn digital awards for reaching goals and join group challenges, which adds a social boost to help them stay active.
Why it works: It combines personal recognition with friendly competition. Badges encourage users to stay consistent, and challenges help everyone feel responsible for the group.
Strava taps into social comparison. The app turns running and cycling into a multiplayer game with leaderboards, segments, and personal records. Users earn kudos, join global events, and try to beat their friends' times.
Why it works: Competitive motivation is strong. In 2022, Strava reported that users in challenges were 3.5x more likely to stay active for the next 30 days.
This app transforms running into an interactive game. You're a character in a post-apocalyptic story. As you run, you unlock episodes, collect supplies, and escape zombies. There's no leaderboard, just progress through missions.
Why it works: Narrative immersion, users don't run to beat others. They run to find out what happens next. It's especially useful for people who aren't motivated by numbers.
One of the earliest fitness apps with full-on gamification. You earned XP for every workout, leveled up, and completed quests. It wasn't just about tracking, it made training feel like playing.
Why it works: Instant feedback and progression loops. Fitocracy showed users immediate gains (XP, badges), even when physical changes took longer.
NRC combines gamification with real coaching. You unlock badges for milestones, join time-limited challenges, and receive motivational audio from celebrity coaches during runs.
Why it works: It mixes extrinsic (badges) and intrinsic (personal progress) motivation. Also, voice feedback creates a sense of support, not just measurement.
These apps don't just add gamification for fun. They use it to reinforce a core loop: move → get rewarded → feel progress → repeat. That's where it makes a difference.
Gamification can make a fitness app more engaging, but it should match the app and the users first. Before adding points, badges, or streaks, consider how they will impact behavior over the long term.
Here's what we typically review when designing gamified features:
Does it make things more complicated?
Game mechanics should feel intuitive. If they introduce too many steps or interrupt the flow, like multi-step "freeze your streak" actions, users may get annoyed rather than motivated. It’s also important to run A/B tests and track key KPIs (such as retention, engagement, or completion rates) after introducing gamification. Without measuring the impact, it’s impossible to know if the new features are truly helping or just adding friction.
Is it tailored to different motivation styles?
Different people respond to different motivations. Competitive users might enjoy leaderboards. Others prefer private milestones or story-driven rewards. If your app serves a wide audience, offer options: personal milestones, social challenges, or story-driven feedback.
What happens when users lose progress?
Gamification should motivate, not shame. Features like streaks can be helpful, but they might backfire if users feel punished for missing a day. Consider using gentle reminders, easy resets, or flexible challenges that allow people to recover without losing their progress.
Does it support long-term engagement?
It’s easy to focus on getting users engaged at the start. But real value comes from long-term retention. Think beyond onboarding: how does your gamified system stay relevant after 30, 60, or 100 days? What keeps users coming back after the novelty wears off?
Are you tracking real results?
User data will tell you what works. Are users actually completing more workouts with your new badge system? Or are they skipping features entirely? Watch the drop-off points, read reviews, and be ready to tweak. Gamification is not one-size-fits-all.
At Stubbs, we've worked on a range of fitness and wellness apps. We know what helps users stay active and engaged and what gets in the way. If you're building or improving your product, we can help you design it in a way that actually works for your audience.
Gamification isn’t a magic solution. It can help people stay active, build habits, and enjoy their experience, but it needs to fit the app and the users. While badges and streaks are useful, they alone are not enough.
The key is to create something that keeps users coming back, even after the initial excitement wears off.
If you’re working on a fitness or wellness app, we’re here to help you build features that genuinely support users, rather than just looking good on the screen.
Dec. 18, 2025
8:30 min to read