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How Playing Games May Save People’s Lives

Penn LDI

Gamification means using “game elements to motivate participants to change their behavior,” explained LDI Senior Fellow Alexander Fanaroff, Assistant Professor of Medicine, Perelman School of Medicine (PSOM) and a core faculty member in the Center for Health Incentives and Behavioral Economics (CHIBE).

Fanaroff was the lead author of a major study in Circulation last year called Be Active. It found that people at high risk of cardiovascular disease who used fitness trackers in a gamified setting for 12 months increased their daily steps by almost 2,000. Using those figures, Fanaroff estimates that the boost in exercise from the intervention would translate to a 6% lower risk of death from any cause and a 10% reduced risk of mortality from stroke or heart attack. Fanaroff’s co-authors included LDI Senior Fellows Neel ChokshiLouise RussellDylan Small, and Kevin Volpp. The study group recently received a $25 million grant to extend the research project.

“Gamification is a strategy with significant potential,” said Mohan Balachandran, Executive Director of the Way to Health team at the Penn Medicine Center for Health Care Innovation and CHIBE.