Points and leaderboards get students moving: gamification boosts daily steps

NCT ID NCT06818071

First seen Jun 27, 2026 · Last updated Jun 27, 2026

Summary

This study tested whether adding game-like elements—such as points, leaderboards, and team challenges—could encourage 255 university students in Taiwan to walk more each day. Participants were split into groups that used these features separately, combined, or through a mobile game (Pikmin Bloom). The goal was to see if these fun incentives could help close the gap between knowing exercise is good and actually doing it.

What this could mean

Our plain-language read of the trial. This is informational only — not medical advice or a prediction.

Active substance

gamified elements (points, leaderboards, social aspects, personalized avatar)

What this could lead to

If successful, this approach could offer a low-cost, fun way to help young adults become more physically active and reduce long-term health risks.

What could go wrong

This is a small, completed study in a specific group (Taiwan university students). Results may not apply to other ages or populations, and the effect may fade once the gamification ends.

Disclaimer Read more

This is a summary of the original study . Summaries may miss details or leave out important information. Before applying or accepting participation, make sure you have read and understood the full study. Curemydisease.com takes no responsibility whatsoever for anything missed, misunderstood, or acted upon as a result of our summary — we know it does not capture everything.

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Conditions

The condition(s) this trial relates to.

Motor Activity

As listed by the trial registrant

The condition terms exactly as the trial's registrant entered them.

Contacts and locations

Locations

  • Taipei Medical University

    Taipei, Taiwan, 110, Taiwan