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Conclusions and Discussion, Endnotes, and References

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Authors:

(1) Muhammad Zia Hydari, Katz Graduate School of Business, University of Pittsburgh and Corresponding author;

(2) Idris Adjerid, Pamplin College of Business;

(3) AAaron D. Striegel, Department of Computer Science and Engineering, University of Notre Dame.

Table of Links

Abstract and 1 Introduction

2. Background and 2.1. Leaderboards

3. Effect of Leaderboards on Healthful Physical Activity and 3.1. Competition

3.2. Social Influence

3.3. Moderating Effects of Prior Activity Levels and Leaderboard Size

4. Data and Model

4.1. Data

4.2. Model

5. Estimation and Robustness of the Main Effects of Leaderboards

5.2. Robustness Check for Leaderboard Initiation

5.3. Fitbit Compliance

5.4. Fitbit Attrition, Leaderboard De-Adoption, and Additional Robustness Checks

6. Heterogeneous Effect of Leaderboards

6.1. Heterogeneity by Prior Activity Levels

6.2. Interaction of Leaderboard Size, Rank, and Prior Activity Levels

6.3. Summary of Findings from Heterogeneous Effect Analysis

7. Conclusions and Discussion, Endnotes, and References

7. Conclusions and Discussion

The rapid and increasingly broad adoption of health wearables coupled with the gamification services built on top of them provides a potentially powerful vehicle for improving health behaviors at scale. Our results lend credence to this potential value, particularly when considered over time. In our data, the average user participated in a leaderboard for 237 days (conditional on participating in a leaderboard). Thus, sedentary users who participated in a leaderboard for at least 237 days took more than 300,000 additional steps (with a conservative estimate of 1,300 additional daily steps). To put this in context, the aggregated benefit of leaderboards (for these participants) amounts to 150 miles of distance (at 2,000 steps a mile). Importantly, the benefit is not homogeneous and there is a decrease in daily steps of nearly equal measure for those who, prior to adoption, were highly active. However, this health harm to the highly active subgroup may not be symmetrical to the gain for those who were previously sedentary, as this group remains very active in absolute terms. We also identify additional heterogeneity in benefit based on the number of other active participants and leaderboard rank.


This research has some important limitations. First, we use secondary data in which individuals organically choose to adopt leaderboards, rather than being randomly assigned to the treatment. Although we put in significant effort to address potential confounding factors for our analysis, only a large-scale randomized control trial can provide a theoretical guarantee that the treatment is unconfounded. Additionally, we were missing variables in our data set which can be particularly informative of leaderboard mechanisms and the heterogeneous value they generate. Specifically, we do not have deterministic measures of whether the focal user initiated the leaderboard or whether it was initiated by another user. A more comprehensive measure of leaderboard initiation could have provided important insights into how different types of users are initiating leaderboards, whether initiating a leaderboard impacts competitive dynamics, and whether individuals are selecting into leaderboards of value to them or if others are prompting them to do so. We hope to address these questions in subsequent data collection efforts. We also do not observe granular data on Fitbit app and device usage. However, this lack of usage data could attenuate our results (i.e., lack of use could drive our treatment effects closer to zero) as we are currently assuming all adopters to be using leaderboards in all periods after adoption. This makes our results more conservative.


Another potential limitation is that the student population in the sample may not be representative of the general population (e.g., they may be healthier, more physically active, or have more free time). Although broad generalization of results to the average population may be somewhat uncertain, it is useful to note that the largest leaderboard benefits accrue to the least active participants in our sample. These individuals are more comparable to the average population. More so, a younger population may be more amenable to gamification approaches and be more likely to be motivated by such interventions. Finally, we observe in our data the impact on physical activity and do not observe other downstream health outcomes (e.g., weight loss). However, given the documented relationship between physical exercise and other health outcomes and the magnitude of our effects, it is likely that individuals are, on average, healthier after leaderboard adoption.


These limitations notwithstanding, our results have significant implications for research and practice. Mitchell et al. (2013) argue for the potential of wearable technologies and mobile health more generally to be “leveraged to more promptly assess and reward behaviors on a population scale, further reducing the need for prohibitively costly incentives” (p. 666); however, there has been limited research validating this conjecture. We help substantiate this notion by demonstrating the significant potential for gamification-based interventions to meaningfully impact physical activity levels. Moreover, we find that the effects of leaderboards persist over time.


Our results also have implications for the general literature on motivating changes in health behavior. Specifically, gamification interventions coupled with health wearables provide notable advantages over other approaches studied in the literature. First, and unlike most other behavioral interventions, the widespread adoption of health wearables allows for much larger scale interventions. Second, because they are based in digital platforms, the design of these interventions can be tailored at the individual or group level to maximize benefit to the population. This customization is particularly valuable given the heterogeneity in benefit between subpopulations in our study and recognition by scholars of the limits of “one size fits all” approaches typically taken by most of the extant literature (Rogers et al. 2014, Rogers and Feller 2016).


Our research also highlights potential areas for future research. The variation in leaderboard effects points to the complex interplay between competition and social influence that underlies leaderboard effects and impacts motivation. Given that gamification approaches are highly varied, even for the same class of interventions (leaderboards can vary in terms of who can participate, who on the leaderboard is made salient to users, etc.), more work needs to be done to rigorously evaluate the potential benefits of these varied gamification approaches, the key mechanisms which drive their effects, and how they may have differential impacts across health contexts and individuals. Finally, there is a need to explore whether digital gamification interventions can be used in conjunction with classic interventions (decision aids, economic incentives, wellness programs, etc.) to unlock further health benefits.


Our results also have important implications for firms and policy makers. From the perspective of firms that sell health wearables and their related platforms, a key element of their value proposition is that their products positively impact health and well-being. Our results help substantiate the notion that physical activity can be positively impacted for large swaths of their adopters but also that some of their adopters (perhaps their earliest and most enthusiastic ones) can be harmed by some of the interventions they offer. Our results also suggests that these interventions need to be designed with careful consideration for how mechanisms intended to be motivational may not be so for all users. More so, this highlights the value of customizing gamification interventions to individuals and the value of nudging individuals toward a set of features that are likely to benefit them most. Thus, these firms may need to better incorporate insights from behavioral research in the design of gamification interventions available alongside health wearables.


Furthermore, policy makers, employers, and insurers are experimenting with health wearables and gamification as they have significant incentives to encourage more active lifestyles, which may improve health, improve worker performance, and lower healthcare costs. Scholars similarly suggest that gamification coupled with health wearables can be a cost-effective way to encourage increases in physical activity and to do so at scale (Mitchell et al. 2013). However, a salient concern with these approaches is that less healthy individuals, who are often of primary interest to policy makers and employers, can be demotivated when competing with their more active counterparts. Our results highlight that this concern may be unfounded or at least less salient, as sedentary individuals may benefit substantially from these approaches. Although the harm to highly active individuals is not ideal, some of these harms can be alleviated by tailoring leaderboards for these groups, and in net, these approaches are still likely to be valuable to employers and policy makers. A lingering challenge with reaping this value may be encouraging less healthy individuals to take up these interventions (e.g., join leaderboards), and employers and policy makers may need to invest in incentives to increase uptake for this subset of individuals to maximize potential value.

Endnotes

1 The World Health Organization (WHO) Constitution defines health as “a state of complete physical, mental and social well-being and not merely the absence of disease or infirmity.”


2 See www.who.int/news-room/fact-sheets/detail/physical-activity.


3 See www.cdc.gov/chronicdisease/resources/publications/factsh eets/physical-activity.htm.


4 See www.lexico.com/en/definition/activity_tracker.


5 See www.wired.com/story/science-says-fitness-trackers-dont-workwear-one-anyway and www.fastcompany.com/3031324/why-yourcompany-should-think-twice-about-gamification.


6 Descriptive results substantiate this conjecture and suggest that highly active individuals are much more likely to dominate smaller leaderboards compared with larger ones, that is, the smaller leaderboards do not seem to challenge these highly active individuals as they easily dominate them even with their reduced activity levels.


7 See www.merriam-webster.com/dictionary/leaderboard.


8 Although we chose a particular form factor and a particular vendor, which is arguably the market leader at the time of the study, the similarity of leaderboards across platforms means our results may be relevant to other platforms as well.


9 Fitbit previously offered 30-day fixed-time leaderboards that, to our knowledge, have been discontinued.


10 Mechanisms of individual accountability and changes to exercise reference points are distinct from competition mechanisms. For instance, I may have a friend or family member on my leaderboard who is not credibly competing with me (e.g., because their performance exceeds my own by a huge margin) but this individual can still reach out and hold me accountable for my exercise goals or impact my perception of what is achievable for me.


11 Approximately 600 students were recruited but we are left with 516 students after excluding early dropouts and always adopters of leaderboards.


12 Due to the coarseness of the survey data relative to the Fitbit data and some nonresponse in the sample, we use these controls for robustness checks.


13 The adoption of Fitbit is not a central concern in our study as every user in our sample is a Fitbit user.


14 Another method to increase the plausibility of the common trends assumptions is to use propensity score to achieve covariate balance across the treated and untreated individuals. We perform this propensity score–based adjustment as a robustness check in a later section.


15 In Online Appendix C, we discuss GBM, IPTW, and IPTW use with DID. Furthermore, Table C.3 shows pre- and post-IPTW covariate balance, and Table C.4 and Figure C.1 explain the influence of covariates on leaderboard adoption.


16 Please see Abadie and Cattaneo (2018) for a recent discussion on such examinations of the common trend assumption and Abadie and Dermisi (2008) for an example in a two-period setting.



18 Please see apnews.com/article/2700956044de4517a471a47c3243078b.


19 Because the average number of participants on leaderboards was relatively small (2.3), a binary indicator for being first was sufficient to capture the impact of rank. Results are consistent when we use a continuous measure of the prior week’s rank.


20 We focused on active users because the Fitbit leaderboard hides inactive users (i.e., with zero steps) from the view of the focal user and does not use them in the ranking presented to individuals.


21 The labels “sedentary” and “highly active” are specific to our population and may not reflect average steps for sedentary or highly active individuals in the general population.


22 Please see Online Appendix Table H.11 for similar analysis using full data and interaction terms.

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This paper is available on arxiv under CC BY 4.0 DEED license.


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