Health Hype: School competition promotes exercise and mental health!
The interactive school competition “Gesundhype” is starting in the Mettmann district to promote mental health and exercise.

Health Hype: School competition promotes exercise and mental health!
The topic of health is taking on an increasingly central role in today's society, especially when it comes to the younger generation. The new interactive school competition “Gesundhype”, which was launched by AOK Rheinland/Hamburg, shows how important this is. The aim is to specifically integrate mental health and exercise into the everyday lives of young people. The competition, which started in October 2025 and runs until March 2026, is an excellent example of how health promotion can be promoted through a playful approach. Loud Erkrath Students between the ages of 14 and 19 should compete against each other in class groups and actively promote their physical and mental health.
The concept of “Gesundhype” is based on a variety of challenges that come from the areas of exercise and mental health. The participants engage in sporty photo uploads, self-tests and tasks for self-reflection and mindfulness. Each completed task earns points that are included in a public class ranking. This type of gamification not only motivates young people, but also allows them to track their own progress. Ongoing social media support also ensures that the commitment and results of the classes remain visible.
The role of gamification
Gamification, i.e. the application of game-typical elements in non-game contexts, has established itself as a promising approach in health promotion. The use of serious games and gamification opens up new ways to convey health-related information and promote behavior change. This methodology has become increasingly important in research in recent years and shows promising results. Loud NCBI Initial studies are promising, reporting positive effects of health applications on well-being, resilience and mindfulness. However, further research is needed to clearly assess the effectiveness and develop appropriate game elements.
The possible uses of gamification in the “Gesundhype” school competition are not only modern, but also socially relevant. Young people are in a phase in which mental health is often under strain. The increasing incidence of mental illnesses requires effective prevention measures. It is therefore good that the “healthy hype” is also based on previous findings that demonstrate the positive effects of gamified applications in health promotion, such as Leuphana highlights.
Closing event and prizes
At the end of the competition, which will be celebrated with a big event in April 2026, the best classes can look forward to a performance by the DJ duo “Fast Boy”. The best-performing classes will be rewarded with a total of 5,000 euros in cash prizes, which not only provides an incentive for active participation, but also contributes to team development. By actively participating in the “Health Hype,” young people have the opportunity to take their health into their own hands and have fun at the same time.
Projects like this once again show how important it is to pursue modern approaches to health promotion. Because if young people not only concern themselves with their health, but also enjoy it, then that is a shot in the arm against the often threatening overstrain and isolation of this age group.