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Published on in Vol 10 (2026)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/86189, first published .
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Fixed Versus Lottery Incentives for Promoting Engagement With a Cadence-Based Smartphone App: Randomized Crossover Trial

Fixed Versus Lottery Incentives for Promoting Engagement With a Cadence-Based Smartphone App: Randomized Crossover Trial

1Department of Clinical Pharmacology and Therapeutics, Faculty of Medicine, Oita University, 1-1 Idaigaoka, Hasama-Machi, Yufu, Japan

2Department of Cardiology, Graduate School of Medical Sciences, Nagoya City University, Nagoya, Aichi, Japan

3Department of Medical Ethics, Faculty of Medicine, Oita University, Yufu, Japan

4Clinical Pharmacology Center, Oita University Hospital, Yufu, Japan

5Faculty of Science and Technology, Oita University, Oita, Japan

Corresponding Author:

Kosuke Hayashi, MD, PhD


In a randomized crossover trial of 20 participants, a cadence-based smartphone app using either fixed or lottery financial incentives showed no significant difference in weekly challenge completions, daily steps, or distance, although fixed incentives may be preferable for their implementation simplicity.

Trial Registration: UMIN Clinical Trials Registry UMIN000052303; https://tinyurl.com/ycx87a49

JMIR Form Res 2026;10:e86189

doi:10.2196/86189

Keywords



Financial incentives have been shown to promote exercise and may be an effective strategy for improving public health [1]. Unlike other gamification elements commonly embedded in physical activity apps—such as points and levels—financial incentives provide tangible, extrinsic rewards that can independently motivate behavior change. We previously developed a smartphone app that sets cadence-based walking goals and provides financial incentives upon goal completion, focusing on intensity rather than simple step counts [2]. This approach increased moderate-to-vigorous physical activity (MVPA), which is expected to improve health outcomes that step-count targets alone might not effectively achieve. The ultimate goal of this app is to demonstrate that consistent usage can help effectively manage chronic diseases such as hypertension and diabetes. Therefore, high app adherence is crucial; however, the optimal method for delivering incentives to maintain such adherence remains unclear. Prior studies comparing fixed versus lottery incentives have yielded mixed results [3,4]. Therefore, the key aim of this study was to evaluate whether fixed or lottery incentives more effectively promote engagement with our app. Analogous to “Phase 1” in drug development, this study tested the effect of these incentive structures on app engagement in a cohort of relatively healthy volunteers. The findings of this study are intended for digital health application developers who are seeking empirical data on the optimal delivery of financial incentives.


App Features

The details of the app’s features and design have been previously described [2]. Briefly, the app sets cadence-based goals defined as completing 1500 steps within 15 minutes. To initiate a “walking challenge,” the user presses a “start” button in the app, which triggers a 15-minute countdown. A challenge is recorded as successful if the user completes more than 1500 steps before the timer reaches zero. These goals were not personalized in this study. A financial incentive was provided for each successful challenge, with users eligible to complete up to two challenges per day (14 per wk). Two versions of the app were developed for this study: (1) a fixed-incentive version providing ¥70 (≈US $0.50) per success, and (2) a lottery-incentive version, in which each success yielded a one-in-five chance of receiving ¥350 (≈US $2.50). Both versions had the same expected value of ¥70 (≈US $0.50) per challenge.

Study Design and Participants

This was an 11-week randomized crossover study. Participants were assigned to use one version for 4 weeks, followed by a 3-week washout; then, they were crossed over to the other version for 4 weeks. Recruitment occurred from September 2023 to January 2024 using posters distributed at the university and nearby offices.

Inclusion criteria were age 18‐60 years, ability to walk independently without aids, ability to communicate in Japanese, and having an iPhone with consent to carry it throughout the study.

Exclusion criteria included engaging in structured exercise ≥3 times per week for ≥30 minutes at moderate intensity, physician-advised exercise restrictions, blood pressure of ≥160/110 mm Hg, or investigator’s judgment of unsuitability.

Ethical Considerations

The study complied with the Declaration of Helsinki and the Japanese Ethical Guidelines for Clinical Research. Approval was obtained from the Institutional Review Board of Oita University Hospital (B23-004), and the trial information was registered with the University Hospital Medical Information Network (UMIN000052303) prior to commencement. Written informed consent was obtained from all participants. All participant data were anonymized and stored on secure, password-protected servers and clouds with access restricted solely to the investigators. Participants received the actual financial incentives earned during the study.

Outcomes and Statistical Analysis

The primary end point was the difference in weekly successful challenge attempts between the two versions. Secondary end points included differences in daily step counts and walking distance.

Prior studies indicate that increasing MVPA by at least 30 minutes per week generates meaningful health improvements [1]. Since each successful challenge corresponds to approximately 15 minutes of MVPA, we determined that a between-group difference of three successful challenges per week (equating to 45 min of MVPA per wk) would be clinically significant. With an SD of 5, a sample of 24 participants would provide 80% power. Accounting for a 10% dropout, a target sample size of 27 was set. Data are expressed as mean (SD) or median (range) for continuous variables and percentages for categorical variables. Hypothesis tests were 2-tailed with a significance level of .05. A mixed-model repeated-measures analysis was applied to all outcomes using the intention-to-treat (ITT) principle.


From September 2023 to March 2024, 20 participants were enrolled. This sample size provided 80% power to detect a difference of 3.3 challenges per week. Two participants dropped out during the first sequence but were included in the ITT analysis. Their baseline characteristics were as follows: 55% of participants were female, with a median age of 26 (range 19-49) years and a mean BMI of 21.5 (SD 2.2).

Regarding the primary end point, there was no significant difference in successful weekly challenges between the fixed- and lottery-incentive apps (3.4 times per wk vs 3.7 times per wk; P=.75; Table 1 and Figure 1A). Likewise, no significant differences were observed in daily walking distance (5806 m vs 5622 m; P=.72; Table 1 and Figure 1B) or daily step counts (8495 steps vs 7917 steps; P=.59; Table 1 and Figure 1C).

Table 1. Outcomes.
VariableFixed incentive, mean (SD)Lottery incentive, mean (SD)P value
Primary end point
Challenges accomplished per week3.4 (4.1)3.7 (3.4).75
Secondary end points
Steps per day8495 (3149)7917 (3609).59
Distance walked per day (m)5806 (2487)5622 (2643).72
Figure 1. The trends of the end points over 3 weeks are shown. (A) The average number of challenges accomplished per week in the fixed and lottery incentive groups. (B) and (C)The average daily step counts and daily walking distances, respectively. Error bars represent 95% CIs.

In this randomized crossover trial, fixed and lottery incentives produced similar levels of engagement with our app. Challenge success—our measure of engagement—requires sustained physical effort and is distinct from passive app usage. The overall challenge success rate was relatively low (3.4 to 3.7 successes per wk), suggesting that while financial incentives prompt participation, the magnitude of the reward, or the strict 15-minute time constraint, may have limited broader engagement.

Our findings contrast with those of studies highlighting the behavioral superiority of lottery models or loss-framed incentives [4], indicating that the most effective incentive structure may depend on specific app mechanics, goal difficulty, target demographics, or cultural contexts. Since neither approach showed clear superiority, we adopted the fixed-incentive model for subsequent development due to its administrative simplicity. A larger clinical trial is ongoing to evaluate whether this approach can improve long-term health outcomes.

Acknowledgments

Generative artificial intelligence (AI)—Google Gemini and NotebookLM—was used to improve the English grammar and readability of the manuscript.

Funding

This study was supported by the Japan Society for the Promotion of Science (JSPS) KAKENHI grant (JP23K09552).

Data Availability

Data are available from the corresponding author upon reasonable request.

Authors' Contributions

Conceptualization: KH, HI, KF, NU

Methodology: KH, HI, KF, NU

Formal analysis: KH

Investigation: KH, IO, HW, MK

Software: KH, IM, AK, SU, KF

Writing—original draft: KH

Writing—review & editing: MK, NU

Conflicts of Interest

KH, HI, IM, SU, AK, and KF are listed as inventors in a pending patent for the smartphone app.

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  2. Hayashi K, Imai H, Oikawa I, et al. Cadence-based pedometer app with financial incentives to enhance moderate-to-vigorous physical activity: Development and single-arm feasibility study. JMIR Form Res. Oct 24, 2024;8:e56376. [CrossRef] [Medline]
  3. Volpp KG, John LK, Troxel AB, Norton L, Fassbender J, Loewenstein G. Financial incentive-based approaches for weight loss: A randomized trial. JAMA. Dec 10, 2008;300(22):2631-2637. [CrossRef] [Medline]
  4. Lee C, Chung KM. A pilot study for testing the effectiveness and cost-efficiency of lottery incentive in mHealth app that promotes walking. Inquiry. 2022;59:469580221091398. [CrossRef] [Medline]


ITT: intention-to-treat
MVPA: moderate-to-vigorous physical activity


Edited by Ivan Steenstra; submitted 22.Oct.2025; peer-reviewed by Linda D Breeman; final revised version received 03.May.2026; accepted 05.May.2026; published 27.May.2026.

Copyright

© Kosuke Hayashi, Hiromitsu Imai, Ichiro Oikawa, Hirokazu Wakuda, Iori Miura, Shingo Uenohara, Asuka Kuwae, Megumi Kai, Ken'ichi Furuya, Naoto Uemura. Originally published in JMIR Formative Research (https://formative.jmir.org), 27.May.2026.

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