Gamified DTC Vitamin Apps

The Care/Of App Gamifies the Process of Wellness

After its establishment, Care/Of successfully disrupted the wellness industry by offering customizable, individualized and aesthetically pleasing vitamin deliveries for a contemporary consumer. Now, the direct-to-consumer wellness brand is taking this one step further through gamifying the process of taking vitamins with an engaging smart phone app. The eponymous app enables a consumer to track their progress, and earn rewards for taking their vitamins daily. Consumers who consecutively track their daily process will earn points, which can be exchanged for some real world rewards, like free or discounted rates, in addition to other perks.

This tool is both handy and rewarding, offering the consumer an app that effectively gamifies the mundane process of taking one's daily vitamins.

Gamification of Wellness
Opportunity for businesses to gamify the process of engaging in wellness activities.
Personalized Vitamin Deliveries
Opportunity for businesses to offer customizable, individualized and aesthetically pleasing vitamin deliveries.
Smartphone-based Health Tracking
Opportunity for businesses to develop apps that allow consumers to track their health and earn rewards.

Where This Applies

Wellness
Opportunity for wellness brands to incorporate gamification and tracking into their product offerings.
Vitamin Delivery
Opportunity for businesses to disrupt the vitamin industry by offering personalized and visually appealing deliveries.
Mobile App Development
Opportunity for businesses to specialize in developing health-tracking apps with a gamification element.
SCORE
6.0 out of 10
GENDER
30% Men70% Women
MARKETTop markets: North America
GENERATION
  • Gen Z
  • Gen Alpha
  • Gen X
  • Millennial (primary audience)
POPULARITY
Popularity 81%
Activity 92%
Freshness 8%