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# Gamified Walking Apps
Lawa Gets Players Moving by Turning Real-World Steps into In-Game Power

By Laura McQuarrie | Published 2025-07-29 | Tech
Source: Trend Hunter, https://www.trendhunter.com/trends/lawa
References: [lawa.world](https://www.lawa.world/) & [play.google](https://play.google.com/store/apps/details?id=world.lawa.app&pli=1)

![Gamified Walking Apps](https://cdn.trendhunterstatic.com/thumbs/578/lawa.jpeg)

In response to the concerning statistic that 50% Dutch adolescents fail to meet their recommended daily hour of physical activity, Lawa was developed as a fun way to encourage Gen Z and Gen Alpha to get their steps in. This [gamified experience for teens](https://www.trendhunter.com/trends/avatone), described as "Mario Kart meets Strava," turns [real-world steps](https://www.trendhunter.com/trends/daily-steps) into in-game racing power, and ultimately aims to get players moving.

For many, walking isn't a rewarding enough activity on its own, but skipping it can lead to serious health risks, including obesity, a weakened immune system and reduced performance at school or work.

This 100% free app has no in-game ads or purchases, and instead makes the most of integrated brand activations. Already, several Dutch brands have partnered with the platform on [branded tournaments](https://www.trendhunter.com/trends/scratch-earth) that challenge participants to virtually race through environments for the chance to claim physical or digital rewards.

## Trend Insights (Trend Hunter)

- Score: 3.5/10
- Popularity: 25% | Activity: 36% | Freshness: 44%
- Audience gender: 50% men, 50% women
- Primary generations: Gen Z, Gen Alpha
- Top markets: Europe

## Categories

[Trend Hunter](https://www.trendhunter.com/trends) > [Tech](https://www.trendhunter.com/tech) > [Mobile](https://www.trendhunter.com/mobile)

## Key Themes

### What Makes This Trend Stand Out

- **Gamified Wellness:** Turning physical activity into gameplay presents novel ways to engage younger audiences in health initiatives.
- **Real-world Incentivization:** Offering real or digital rewards for completing virtual challenges connects digital experiences with tangible outcomes.
- **Brand-integrated Gamification:** Collaborative tournaments with brand partners harness the power of interactive advertising without traditional ads.

### Sectors Adopting This

- **Health Tech:** The intersection of fitness and gaming technology opens up new avenues for preventative health applications.
- **Digital Advertising:** Brands are finding innovative methods to embed advertising within gaming experiences, bypassing ad fatigue.
- **Mobile Gaming:** Exploring synergies between mobile gaming and physical activity apps revitalizes interest in active lifestyle promotions.

## Related on Trend Hunter

- [Gamified Walking Experiences](https://www.trendhunter.com/trends/walkable.md)
- [Gamified Step Tracking](https://www.trendhunter.com/trends/floramis-walk.md)
- [Gamified Step Trackers](https://www.trendhunter.com/trends/cangogo.md)
- [Walking Tracker Apps](https://www.trendhunter.com/trends/step-journey.md)
- [Gamified Wellness Platforms](https://www.trendhunter.com/trends/healthgame.md)
- [Gamified Fitness Platforms](https://www.trendhunter.com/trends/urace.md)
- [Exercise-Focused Gaming Apps](https://www.trendhunter.com/trends/smart-5min-x-suika-game.md)
- [Virtual Fitness Tracking](https://www.trendhunter.com/trends/steptastic.md)
- [Mobile HIIT Games](https://www.trendhunter.com/trends/run-legends.md)
