Research paper · RP04

Streaks, Badges, Points

Background. Health and wellbeing apps leak users the way a sieve leaks water. Designers reach for streaks, badges, points and leaderboards. The open question is not whether the widgets look busy. It is whether they raise adherence without taxing the outcome the programme was built to move. Findings. Across a conservative random-effects pool of six randomised comparisons (n ≈ 1,789), gamification raised adherence by Hedges g = 0.45 (95% CI 0.23 to 0.67). Heterogeneity was high (I² ≈ 70%). The 95% prediction interval was wide and likely crosses zero, so a new trial could still find a null. Outcomes did not fall. In nine conservative comparisons they rose by g = 0.38 (95% CI 0.30 to 0.46; I² = 0). An independent 2024 review of 36 trials found a trivial-to-small steps lift of 489 steps a day. White-hat mechanics (points and badges earned for showing up) and dark-hat mechanics (endowed points lost for missing) both moved adherence; the dark-hat cell was too small to claim superiority. Dark-hat Penn-style programmes raised steps but did not add weight loss, HbA1c change or medication-taking versus a non-gamified programme. Interpretation. Gamification is a small-to-moderate adherence lever and a small outcome lever. It is not a miracle and it is not a tax. Reward-for-showing-up is the safer default for an Indian workplace programme. Loss-framed streaks raise short-term goal hits and then fade. They have not bought extra clinical change. Registration and limits. This is an update synthesis of prior review corpora plus a 2022–2026 forward search (PubMed, Scopus, Web of Science, PsycINFO, Google Scholar, ClinicalTrials.gov, CTRI, OSF). No Indian CTRI trial isolates gamification from cash in working-age adults. Certainty is moderate for steps and adherence, low for wellbeing scales and clinical endpoints.

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