For millions who strap a small device to their wrist each morning, the promise is health — but the experience, for many, has quietly become something closer to surveillance. Wearable technology, designed to encourage movement and rest, has borrowed the grammar of video games: streaks, rings, badges, and scores that transform the body into a performance to be judged daily. Experts in persuasive design and wearable systems warn that when a number on a screen begins to outweigh lived experience — when a person skips a midnight World Cup match not for sleep's sake but for a sleep score's sake — th
Wearables' Dark Side: How Fitness Trackers Fuel Anxiety and Obsessive Behavior
I've allowed the scores on my Watch to govern the way I live my life
You wore the watch for a decade before noticing the problem. What changed?
Nothing changed about the watch. What changed was me—or rather, what the watch revealed about me. The gamification worked exactly as designed. It found my perfectionism and weaponized it.
But you knew it was a problem. You say so in the piece. So why keep the streak going?
That's the trap, isn't it? Knowing something is unhealthy and being able to stop are two different things. The dread of losing 2,000 days is real. It's not rational, but it's real.
The experts say to just take it off. Is it that simple?
Theoretically, yes. Practically, no. The device has become part of how I understand myself. Removing it feels like losing data about who I am. But that's exactly the problem—I've outsourced my self-knowledge to a machine.
What would a better wearable look like?
One that knew when to be quiet. One that understood rest as an achievement, not a failure. One that didn't make you feel guilty for being human.
Do you think that's possible, or is gamification just baked into how these devices work?
I think it's possible, but it requires designers to care more about wellbeing than engagement. Right now, the incentives point the other way.
The Pulse
- A 2,000-day streak maintained through fake logged workouts while sick reveals how gamification can quietly invert the purpose of a health device.
- Researchers warn that wearables cannot distinguish between healthy motivation and obsessive compliance — they only register whether the target was met, never why it wasn't.
- The anxiety runs deeper than missed step counts: users increasingly trust device metrics over their own bodily sensations, feeling rested or exhausted based on what a screen declares.
- Privacy stakes are rising as insurance companies begin leveraging wearable data, adding institutional pressure to what was once a personal wellness choice.
- Experts point to concrete exits from the cycle — disabling notifications, abandoning streaks, and returning to a clear personal reason for wearing the device at all.
- Designers are being called to rebuild wearables around long-term human flourishing rather than daily performance judgment, replacing addictive loops with reflective, context-aware support.
For millions who strap a small device to their wrist each morning, the promise is health — but the experience, for many, has quietly become something closer to surveillance. Wearable technology, designed to encourage movement and rest, has borrowed the grammar of video games: streaks, rings, badges, and scores that transform the body into a performance to be judged daily. Experts in persuasive design and wearable systems warn that when a number on a screen begins to outweigh lived experience — when a person skips a midnight World Cup match not for sleep's sake but for a sleep score's sake — the tool has become the master.
It began with a midnight football match that went unwatched — not because the hour was too late, but because the Apple Watch on the wrist would register a poor night's sleep. A score on a screen had become more consequential than a lived experience, and that quiet inversion captures the central tension of wearable technology today.
Millions now wear devices that track movement, rest, and heartbeat, and these tools genuinely can improve health. But they also translate the body into data and data into daily judgment, borrowing the mechanics of games — rings to close, streaks to protect, badges to earn. For some users, the result is not motivation but anxiety, guilt, and a creeping dependence on metrics over self-knowledge.
Dr. Dana McKay of RMIT University describes the underlying mechanism as persuasive design: techniques engineered to nudge users toward behaviors they once chose freely. The problem is that the technology cannot distinguish healthy drive from unhealthy obsession, and it cannot account for illness, stress, grief, or the ordinary human need to rest. Professor Yang Wei of Nottingham Trent University adds that when a device's framework for good and bad is misaligned with a person's actual life, it pushes them in the wrong direction — and they may not notice, because they have begun trusting the device more than their own body.
Both experts agree the immediate remedies are within reach: remove the watch sometimes, silence the notifications, identify a clear and bounded reason for using the device, and treat its output as guidance rather than verdict. But they also insist the devices themselves must change — offering users more control over gamification features, reducing competitive social elements, and shifting design philosophy from performance measurement toward sustained, context-sensitive wellbeing.
A lost streak, the conclusion runs, is not a lost life. The harder discipline may be remembering that the watch was always meant to serve the body — not the other way around.
The alarm was set for 1 a.m. to catch England play Mexico during the FIFA World Cup in July, but as the writer lay in bed contemplating the disruption to sleep, a different anxiety crept in: the Apple Watch on the wrist would register a poor night. In the end, the game went unwatched. The decision wasn't really about the early hour—it was about protecting a sleep score, a number on a screen that had somehow become more important than the actual event.
This is the paradox at the heart of wearable technology. Millions of people now wear devices that track their movements, their rest, their heartbeats, their productivity. These gadgets promise to make us healthier, more active, better prepared for medical emergencies. And they can. But they also do something else: they turn wellness into a game with rules, targets, and consequences. They turn the body into data, and data into judgment.
The writer has worn Apple Watches for nearly a decade and recently hit a 2,000-day streak of closing the Move ring—a daily calorie-burn target represented by a circle on the screen. But maintaining that streak has required compromises that feel anything but healthy. On days when illness or exhaustion made real exercise impossible, fake workouts were logged. The thought of the streak ending fills with dread. The watch has become a taskmaster, and the body has become something to be managed in service of its demands.
Dr. Dana McKay, an associate dean at RMIT University in Australia, explains what's happening: wearables are built using "persuasive design," techniques meant to nudge users toward behaviors they theoretically wanted when they bought the device. But there's a problem. The technology doesn't distinguish between healthy motivation and unhealthy obsession. It doesn't know when someone is sick, stressed, or simply needs rest. It only knows whether the ring was closed.
Yang Wei, a professor of wearable technology at Nottingham Trent University, puts it more directly: for some users, these devices create pressure, anxiety, guilt, and an unhealthy dependence on data. They establish a framework for what counts as good or bad—and if that framework is wrong, it pushes people in the wrong direction. Worse, people begin to trust the device more than their own bodies. A person might feel they slept poorly because the watch said so, even though they felt fine. They might feel they failed because they didn't hit a step target, even though their day was full and reasonable.
The solutions, both experts agree, are surprisingly straightforward. Take the watch off sometimes. Turn off notifications. Stop checking the goals obsessively. Understand why you're using the device in the first place—is it to be more active, to understand sleep, to monitor a specific health concern? Having a purpose makes it easier to keep the technology in perspective. Most importantly, treat wearable data as guidance, not judgment. A device cannot understand the full context of a life: illness, stress, caring responsibilities, disability, travel, recovery, the simple human need to rest.
But the responsibility doesn't rest entirely with users. The devices themselves need to change. McKay argues for better controls—letting people set how many notifications they receive, hiding the ones they don't want to see, removing gamification elements like badges and competitive leaderboards with friends. Wei calls for a shift from data-driven relationships with wearables to something more reflective and human-centered. Designers should move away from addictive, performance-based features and toward supporting long-term wellbeing rather than daily judgment.
The writer cannot change how Apple designs its watches, but can change how they respond to them. Staying fit and healthy matters. But when the cost is anxiety about a streak ending, when it means logging fake workouts while sick, when it means missing a game to protect a sleep score, something has gone wrong. The solution might be as simple as taking off the watch, stepping away from the numbers, and remembering that a lost streak is not a lost life.
Notable Quotes
For many people, wearables can be motivating and empowering, but for some users they can also create pressure, anxiety, guilt, or unhealthy dependence on data.— Yang Wei, Professor of Wearable Technology, Nottingham Trent University
The aim should be for the wearable to support the person, not control how they feel about themselves.— Yang Wei