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The concept of gamification in habit tracking apps, using approaches like Duolingo to make behavior change more engaging for mainstream users.
health_wellness
Many people want to live a healthier life, but maintaining these healthy habits is so hard in reality. Therefore, we came up with the idea to re-design and gamify habit trackers for a mainstream user to make them more likely to achieve behaviour change. We oriented ourselves at successful apps that work with gamifying content directed to mainstream users such as Duolingo.
On the one hand, there are a number of habit tracker apps that do not use gamification concepts, such as habitshare. They are generally clean in design, focus on "stats" and "data" and may include some social elements to them but do not explicitly gamify the experience. Getting points and stats for achievements is more active than what other (passive) habit trackers do, but not as all-consuming and disruptive as the life-games a la Habitica.