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The Health Benefits of Gamification

Sitting all day is not a great way to stay heathy, as Debi Bisnette had long known. But in spite of all the articles she’d read about the health benefits of taking a walk at lunchtime, somehow the accounts payable clerk from Orlando, Florida, always ended up sitting in the break room with her colleagues.

Then, in January, Bisnette signed up for a special clip-on gadget — a “Trio Tracker” she wears on her waistband — customized for her by UnitedHealthcare, her company’s insurer. It buzzes if she sits for more than an hour, and little trophies pop up on its face for each of three goals she seeks to meet daily: six sessions of 300 steps within five minutes, separated by an hour; 3,000 steps in 30 minutes; and 10,000 steps total for the day. Now Bisnette does get moving at lunchtime.

“It’s fun to see the trophies appear,” says Bisnette, 59, who has lost 12 pounds. It also doesn’t hurt that meeting the challenges earns her up to $4 per day in health care reimbursement, which can add up to $1,460 per year toward her deductible.

Bisnette is among the millions of Americans experiencing the gamifying of health care, the application of game principles like competition or cooperation that play to such motivations as desire for mastery, all in the service of inspiring people to make better decisions. It’s a trend that’s only taken off recently, with the widespread use of smartphones, wearable devices and wireless technology.

Game theory has been applied to everything from getting the best price on a car to political machinations to suggestions by some German academics for how to break through the impasses on climate talks. “Games activate certain very deep and core aspects of our psychology, which is why every civilization has had them,” says Kevin Werbach, an associate professor of legal studies and business ethics at the University of Pennsylvania’s Wharton School and a leader in the emerging field of gamification. Werbach’s class on the topic, which teaches the mechanisms and how to use them effectively, is one of Coursera’s most popular massive open online courses, or MOOCs.

[See: 15 Best Weight-Loss Diets at a Glance.]

In health, designers are creating apps that nudge people along in all sorts of ways. They use the intrinsic sense of accomplishment and the extrinsic unlocking of achievements (and gifts) to encourage pregnant women on Medicaid to keep their doctors’ appointments, for example. Or to get young cystic fibrosis patients to do their breathing exercises by puffing into a tube controller to speed an on-screen pirate ship. Insurance companies, of course, have embraced games because they can promote better lifestyle habits, such as walking or eating more vegetables. Minnesota-based UnitedHealthcare, for example, even has a full-time games producer.

You don’t have to be a video game fan to see the appeal; anyone who’s ever played tag or hide-and-seek can get the idea. Arrianne Hoyland, that UnitedHealthcare games producer, notes that “If I asked my dad, ‘Are you a gamer?’ he’d say no way. But he plays solitaire. Solitaire is, like, his sport.”

One quick and easy way to turn an activity into a game is to award points, badges or financial incentives. But the best attempts to gamify go beyond that, says Frank Lee, associate professor of digital media and director of Drexel University’s Entrepreneurial Game Studio. He recently organized an international workshop called “Serious Games for Health.”

“Nice graphics or a little achievement system misses the entire point,” Lee says. “You have to really take game design as seriously as the health care content.” The most absorbing games, for example, provide immediate feedback. People want to know if they’re closer or farther from their goal, Lee says. That’s abundantly clear in, for example, the ultrapopular game Angry Birds, which involves birds attacking egg-stealing pigs with slingshots. (You can immediately tell if you’ve hit one.) A 2012 Gartner report on the fledgling phenomenon predicted that 80 percent of gamified apps would quickly disappoint because of poor design.

Financial incentives or disincentives don’t always work as well as you might think. In a famous 2000 study of day care operations, researchers found that fining parents for late pickups nearly doubled the number of offenses, because parents started to see the fine as simply a fee for a service as opposed to a penalty for inconveniencing teachers. “Sometimes you internalize that this is a tax,” Werbach says. “It’s not really that I should quit smoking; it will extend my life. It becomes, ‘Is the pleasure of smoking worth $200 to me?'”

On the other hand, a 2015 study in the New England Journal of Medicine found that when it comes to quitting smoking, a financial incentive ($650 for six months without cigarettes) paired with a penalty (a deposit of $150, surrendered for failing to reach that mark) was best. Nearly twice as many people succeeded compared to those offered the $650 carrot alone. Typically financial disincentives are administered by charging the credit card number you’ve given at sign-up.

[See: How to Break 7 Unhealthy Habits.]

Pact is an app that grew out of a behavioral economics class its co-founders took as undergraduates at Harvard. It debuted in 2012 as GymPact, asking users to commit to a certain number of gym visits per week and using GPS to track their check-ins at sports facilities. Users were charged penalties for not reaching their goals, but also received cash if they did.

The app has since evolved to include goals like eating more vegetables (users upload pictures of what they’re eating; technology verifies that the pictures actually have been taken with the user’s phone, as opposed to being “borrowed” from somewhere on the Internet). Anyone can use the app, though the company also works with some businesses to allow employees to collect cash rewards and offset health care expenses, like deductibles.

A game available to everyone that takes aim at mental as well as physical health, called SuperBetter, was designed by Jane McGonigal, the director of games research and development at the nonprofit Institute for the Future in Palo Alto, out of personal need. McGonigal had sustained a head injury in 2009 that had left her feeling depressed, hopeless and lethargic — until she decided to turn her recovery into a game. The result, a free app, was released in 2012.

The game encourages people to be their own superheroes, renaming long-term goals (such as quitting smoking, exercising more, lowering stress and combating anxiety) “epic wins.” These are broken down into daily “quests” such as, in the case of exercise, walking around the block or dancing to a favorite song. Along the way, players also work on four kinds of resilience (physical, emotional, social and mental) by completing “Power Ups,” activities that help them in day-to-day life such as making contact with a friend. Players strive to defeat the “bad guys” standing in their way — procrastination, say, or short car trips that could just as easily be walked. Research at the University of Pennsylvania found that playing SuperBetter for 30 days reduced symptoms of anxiety and depression and increased a player’s belief in his or her own ability to succeed and achieve goals.

Like SuperBetter, Rally Health offers help making small daily changes, though the online and mobile platforms call them “missions” instead of quests. Rally, so far available to some 23 million Americans through their health insurers or employer groups, suggests missions based on a survey users fill out. Users can also choose their own from four different categories: eat, move, feel and care.

Missions can range from turning off the computer and TV early (in the “feel” category, relating to stress) to swapping a sugary drink for water. Completing missions earns you virtual coins that can be used in sweepstakes and auctions that are dangling goods like an Apple TV or an Apple watch.

The platform’s core customer is a fortysomething female — these women tend to be “the stewards of health care for the family,” says Rhett Woods, Rally’s chief creative officer. Rally subscribes to the positive affirmation model. There’s no loss aversion (as in penalties) here. “We want people always to feel like they’re earning or moving forward,” Woods says. More than 40 percent of users are actively involved in earning rewards, according to company figures.

[See: 6 Ways to Train Your Brain for Healthy Eating.]

As any good game does, Rally is evolving based on people’s experience using it. An early iteration offered multiple types of currency, with different colored coins that could be earned in various categories. “We learned that things need to be as simple as humanly possible,” Woods says. “And when we simplified to a single currency, we found engagement went up significantly.” That counts as a win.

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The Health Benefits of Gamification originally appeared on usnews.com

Don’t Settle for Student Loans to Pay for Online Education

Online college programs are becoming a more popular choice for prospective students, with one study finding that more than 6 million students enrolled in at least one online course in fall 2015. The popularity of these courses can be attributed in part to their flexibility with working adults' schedules, students' ability to progress more quickly through online programs and, oftentimes, cheaper tuition. [See 10 low-cost online bachelor's programs for out-of-state students.]Online degrees can be beneficial to many college students, but some studies have shown online learners complete their programs at lower rates than students at traditional brick-and-mortar campuses. Individuals with student loans but no degree comprise two-thirds of defaulted borrowers. Though these numbers are not encouraging, just like for traditional programs, there are ways to reduce how much you'll need to borrow for an online program to ensure you won't become one of these statistics. Don't just settle on borrowing student loans to cover the whole cost of your program and living expenses. Instead, start thinking about how to cut costs and cover your balance in different ways, such as the following. -- Grants and scholarships: Even though you are taking an online course, you can still apply and receive grants and scholarships. But your first step should be to complete the Free Application for Federal Student Aid, commonly referred to as the FAFSA, which will allow you to receive a Pell Grant if your expected family contribution is low enough. The EFC criteria and award amounts are adjusted annually, but the 2017-2018 academic year awards range from $606 to $5,920, which could significantly lower the amount you borrow annually. Your next step is to apply for scholarships. You can start by checking online scholarship search engines, such as the Salt Scholarship Search, College Board's BigFuture and Peterson's. But don't forget to take advantage of local organizations and your school's financial aid office. Both may offer scholarships that you can't find with a national scholarship search. [Review these 10 sites to kick off your scholarship search.]For instance, organizations like the Elks Club, Knights of Columbus or the Rotary Club typically offer scholarships annually to local students. Just because you're going to school online doesn't mean you're ineligible. Visit your local library for scholarship listings, and ask around town. You might be surprised how many local organizations offer scholarships. While these scholarships typically aren't large, every little bit counts. Each dollar you receive in a scholarship is a dollar you don't have to borrow and pay interest on. -- Work-study: Another option for online students may be work-study awards. Not all students enrolled in online programs are eligible, but students at some schools -- including, for example, SUNY Empire State College and Liberty University -- are. Work-study awards are not given upfront like scholarships and grants. In most cases, they are an offer to earn up to the awarded amount if you secure an eligible work-study job. While there is a misconception that all work-study jobs must be on campus, students can work for off-campus, nonprofit or public employers as long as the work is in the public's interest. You may be able to work for a for-profit employer if the job is relevant to your course of study. No matter who the outside employer is, it will need to have an established agreement with your college for you to receive work-study funds. Remember, to be eligible for federal financial aid, you must be enrolled and pursuing a degree or certificate. If you're not working toward a credential, Pell Grants and work-study won't be option, but you may still be able to take advantage of private scholarships -- just be sure to read the eligibility criteria carefully. [Explore what to know about financial aid in online programs.]-- Pay as you go: One of the great benefits to enrolling online is the flexible schedule, which can allow you to complete your college coursework around your responsibilities. But prospective students often overlook using their part- or full-time job earnings as an option for paying for college. Almost 80 percent of college students in 2015 worked at least part time while attending classes, according to the National Center for Education Statistics. By budgeting and thinking strategically about your college costs, you can likely reduce your dependence on student loans by paying a portion out of pocket. Many -- but not all -- online programs are less expensive than traditional programs and often have shorter payment periods. Six, eight or 10 weeks are common course durations. Because of the frequency of payments in an online setting, you may be well-placed to pay as you go and possibly avoid borrowing altogether. Attending college online and avoiding student loans may be challenging, but if you are willing to put in the effort, you can limit the amount you need to borrow. More from U.S. News Q&A: Understanding Student Loan Discharge Eligibility Student Loan Refinancing Isn't Right for All Borrowers
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