A few weeks ago, this blog discussed how gamification might be used to support workers to sit less and move more. In this blog, Duncan Robertson reports on the second part of his literature review, which examined common features that worked and didn’t work for gamification, as well as some key considerations used to change behaviour using this approach. What works Social contact & social contracts: Referring back to the first of the three key psychological principals discussed in my previous blog, there are several social methods used in interventions that work well. For example, peer support between participants helps everyone reach their goal. Additionally, accountability between participants goes back to individuals being more motivated by loses than gains. Clearly defined goals: Interventions must provide participants with a purpose for participating. Clearly deciding on a reachable goal helps maintain motivation and engagement. An intervention that has been designed well can regularly adapt goals based on participant progress. For example, ensuring goal difficulty increases with participants progress in order to always provide a challenging activity. Friendly competition: Friendly competition between participants is encouraged. This can come in the form of leaderboards or a points system that everyone can see or is…