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Published on in Vol 14 (2026)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/80684, first published .
Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry

Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry

Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry

Abbas Salami   1 , PhD ;   Tasos Papastylianou   1, 2 , MBChB, DPhil ;   Marvellous Adeoye   1 , MSc ;   John Ronayne   3 , PhD ;   Honor Bixby   4 , PhD ;   Robert S Stawski   5 , PhD ;   Bernard Fromson   3 , MBBS, MRes ;   Matt Doltis   3 , BSc ;   Osama Mahmoud   6, 7 , PhD, SFHEA ;   Mariachiara Di Cesare   1 , PhD

1 Institute of Public Health and Wellbeing, University of Essex, Colchester, United Kingdom

2 School of Computer Science and Electronic Engineering, University of Essex, Colchester, United Kingdom

3 YuLife, London, United Kingdom

4 School of Health and Medical Sciences, City St George's, University of London, London, United Kingdom

5 Emma Eccles Jones College of Education and Human Services, Utah State University, Utah, UT, United States

6 School of Mathematics, Statistics and Actuarial Science, University of Essex, Colchester, United Kingdom

7 Department of Applied Statistics, Helwan University, Cairo, Egypt

Corresponding Author:

  • Tasos Papastylianou, MBChB, DPhil
  • School of Computer Science and Electronic Engineering
  • University of Essex
  • Wivenhoe Park
  • Colchester CO4 3SQ
  • United Kingdom
  • Email: tasos.papastylianou@essex.ac.uk