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How Fitbit uses gamification to get people moving

WHAT YOU’LL LEARN

  • How Fitbit dealt with the problem of sedentarism

  • Gamification can form healthy habits

THE CHALLENGE

One current problem humanity faces in the technology era is the sedentary lifestyle.

Although technology may be one of the leading causes of inactivity, it may also be the light at the end of the tunnel. Take for instance, what Fitbit does. They provide wearable fitness trackers that can monitor customers’ heart rates, and track physical movement or quality of sleep.

However, simply using technology to gather relevant health information is not enough to positively impact human behavior.

THE ASSUMPTION

Fitbit recognized the problem of sedentarism and introduced a gamified solution to encourage users to increase their physical activities by using the Fitbit app. The goal was to enhance user engagement and motivate individuals to adopt healthier habits.

THE SOLUTION

Fitbit’s success is reflected in the 111 million users registered as of 2021 and in being the most popular health and fitness app in Canada and in the US in 2017

So what was Fitbit’s recipe for becoming a leading brand in the fitness tracking industry? Well, it was the perfect blend of continuous innovation, integrating social elements, and implementing an effective gamification strategy in their app.

Virtual rewards & badgesFitbit allows users to set personalized goals and earn badges or virtual rewards, providing a sense of accomplishment and driving motivation. These gamification tools allow users to celebrate even the tiniest success throughout their health journey.

Challenges & competitions  – Fitbit offers various challenges, where users can compete with friends or join community-wide competitions. These challenges foster friendly competition, encourage physical activity, and create a community among users.

Social features & interractions – Fitbit enabled users to connect and interact with friends, share achievements, and provide support to one another. The social aspect made fitness a more enjoyable group experience where members motivate each other to pursue their fitness goals.

THE IMPACT

The gamified approach successfully addressed the issue of sedentary behavior by making users more conscious of their activity levels and offering them incentives to stay active throughout the day. By transforming movement into a game-like challenge, Fitbit effectively encouraged users to adopt healthier habits and reduce sedentary behavior, ultimately contributing to improved overall well-being.