Safety-Encouraging App Games

Zenly's Stay At Home Challenges Gamifies Social Distancing

Snapchat-owned mobile app Zenly introduces its new feature entitled the 'Stay At Home' challenge. It is developed to encourage users around the globe to stay home during a pandemic through gamified motivational features. It shows users which friends have spent the most amount of time indoors within the time span of three days using locational features.

It detects when users at home and the features allow them to share the amount of time they spent inside to be showcased on a leaderboard for others to view as well. Zenly also has a map feature that displays the amount of current cases there are of COVID-19 in their respective state with additional information on how to stay healthy and safe.

Image Credit: Zenly

Gamified Motivation
There is an opportunity for businesses to create apps that motivate users to comply with new safety regulations and restrictions.
Location-based Features
Businesses can explore location-based features in their apps to provide users with relevant information based on their location.
Social Distancing Gamification
There is a trend towards gamifying social distancing, businesses can create apps with similar features to motivate people to stay home and stay safe.

Where This Applies

Mobile App Development
The mobile app development industry can create apps that encourage safety among users through gamification and location-based features.
Gamification
The gamification industry can tap into the trends towards using gamified motivation to encourage users to comply with new safety regulations.
Health and Safety
The health and safety industry can explore location-based features in their apps to provide users with relevant information based on their location, as demonstrated by Zenly.
SCORE
2.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, South America, Europe, Asia, Africa
GENERATION
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
  • Millennial (primary audience)
  • Gen X (primary audience)
POPULARITY
Popularity 12%
Activity 40%
Freshness 9%