A major UK workplace trial has found that a gamified health app, powered by behavioural science, can dramatically improve employee wellbeing.
Results from the trial show it has cut chronic pain by 70 percent, reduced long-term health risk by 20 percent, and increased physical activity levels.
The nine-month study, conducted by benefits provider YuLife in partnership with consultancy Broadstone and the University of Essex, compared the effects of a gamified digital health platform against a traditional corporate wellbeing scheme.
Researchers said the reported 70 percent reduction in chronic pain, compared to a 38 percent reduction in the control group, was a key finding because musculoskeletal issues are the leading cause of workplace absence in the UK.
“This is no longer just a theory, we now have hard evidence that gamification delivers real-world health outcomes,” said Brett Hill, head of health and protection at Broadstone. “Where traditional workforce wellness schemes can stall, gamification is sustaining engagement, reducing pain, lowering stress, and directly improving workforce performance.
“Innovative programmes that secure the health of the workforce are vital to ensuring business productivity, economic growth as well as employee attraction and retention,” he said.
The trial used predictive modelling, based on UK Biobank data, to confirm that the tech had also delivered a 20 percent reduction in long-term health risks. By comparison, the control group using the traditional wellbeing programme showed a 15 percent reduction.
John Ronayne, lead data scientist at YuLife, emphasised the significance of this result: “This goes beyond tracking steps, we’re modelling genuine health risk reduction using validated UK Biobank data. For employers, this isn’t just a wellbeing tool, it’s a scalable strategy for lowering claims, reducing absence, and improving population health.”
Further trial results showed that the app users reported a 40 percent improvement in BMI after six months, while for the group using the non gamified employee wellbeing programme the reduction was 25 percent. App users also reported a 14 percent reduction in high-stress days, compared to a 7 percent reduction in the control group, and had higher sustained engagement across wellbeing activities.
The research team said the findings offer a strong argument for shifting from traditional health incentive schemes to gamified behavioural models that deliver tangible return on investment. They said the study also highlighted how digital wellbeing tools can help employers manage rising healthcare costs and insurance claims more effectively.
As stress, musculoskeletal conditions and obesity-related illness continue to drive long-term absence and productivity loss across the UK, the trial provides what YuLife called the “strongest evidence to date” that gamification can transform workplace health outcomes.
The full results from the Knowledge Transfer Partnership (KTP) study, which includes multiple employers and extended longitudinal data, will be published in November 2025.