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The advancement of digital technology opens up new opportunities for exercise, yet the education system's requirements fail to consider them. Representatives of the education system are faced with the question of how digital solutions can be effective for this task and what criteria should be considered when making decisions in this area. The authors aim to conduct a comparative analysis of the effectiveness of different gamification mechanics implemented in mobile applications (Nike Training Club and VK Fitness) in developing sustainable exercise patterns among students. The research methodology relies on quantitative and qualitative data collection methods. For the empirical study, selective sampling was applied to form two groups of students (from Russia and Kazakhstan). This approach made it possible to explore cultural specifics in the perception of different gamification mechanics in addition to physical characteristics. The results demonstrate that the effectiveness of gamification is contingent on the quality of integration and correspondence to users' characteristics. Personalization and adaptive goal-setting mechanics prove more effective in forming sustainable exercise patterns compared to social mechanics. The perception of different gamification mechanics has significant cultural specificity. The study further shows that the integration of the achievement system with instant feedback mechanics significantly increases the effectiveness of building the habit of exercising regularly. The obtained findings expand theoretical understanding of the mechanisms by which digital tools influence behavioral patterns and provide new prospects for the development of culture-adapted applications in the field of physical education.
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Kolganov et al. (2026) studied this question.
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