"Why do I continue to use an app daily, if I don’t need it:" Living with A Gamified Self-Care App through Seasonal Depression
Paper in proceeding, 2026

Self-care apps have grown increasingly popular, yet sustained long-term engagement remains a challenge. Gamification has been proposed as a solution, but longitudinal studies examining its effects, including potential harms, remain scarce. This study investigates the long-term experience with a gamified self-care app during a period of seasonal depression by conducting a 9-month autoethnographic study. Diary entries, artifact analysis, and retrospective reflections were collected and analyzed using reflective thematic analysis, producing four themes: Improved Self-Care Practices and Well-being, Emotional Connection, Social Interaction, and Addiction to Gamified Features. The study makes two contributions: it offers novel longitudinal insights into the lived experiences of gamified self-care apps with virtual pets, surfacing the transition from initial meaningful self-care support to later reward-driven engagement and technology addiction; and it demonstrates the value of autoethnography for studying long-term engagement with gamified technologies and uncovering their unintended consequences.

Self-tracking Apps

Self-care Apps

Behavioral-change Technology

Virtual Pets

Gamification

Author

Wendy Zhou

Chalmers, Computer Science and Engineering (Chalmers), Interaction Design and Software Engineering

Jichen Zhu

IT University of Copenhagen

Adjunct Proceedings of the 14th Nordic Conference on Human-Computer Interaction (NordiCHI ’26 Adjunct)

14th Nordic Conference on Human-Computer Interaction
Vaasa, Finland,

Areas of Advance

Information and Communication Technology

Subject Categories (SSIF 2025)

Human Computer Interaction

Information Systems

DOI

10.1145/3821402.3830132

More information

Latest update

7/8/2026 2