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Invited Commentary
November 2017

It’s All in the Game—The Uses of Gamification to Motivate Behavior Change

Author Affiliations
  • 1Department of Social and Behavioral Sciences, Harvard T.H. Chan School of Public Health, Boston, Massachusetts
JAMA Intern Med. 2017;177(11):1593-1594. doi:10.1001/jamainternmed.2017.4798

Gamification is defined in the Oxford English Dictionary as “The application of typical elements of game playing (e.g. point scoring, competition with others, rule of play) to other areas of activity, typically as an online marketing technique to encourage engagement with a product or service.”1 Increasingly, as highlighted in the new study by Patel and colleagues,2 it is being used in medicine and public health to motivate behavior change.

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