Table 1 Regulatory compliance of the mHealth apps in both major app stores, Apple AppStore and Google PlayStore.
From: The regulatory status of health apps that employ gamification
Category | Total | Assessed as ‘non-MD’ | Assessed as potential MD | Assessed as MD | Cleared/approved as MD | Likely on-market with required clearance/approval | Potentially on-market without required clearance/approval | Likely on-market without required clearance/approval |
|---|---|---|---|---|---|---|---|---|
Android | 21 (30.4%) | 5 (23.8%) | 4 (19.0%) | 12 (57.1%) | 2 (9.5%) | 7 (33.3%) | 4 (19.0%) | 10 (47.6%) |
iPhone | 27 (39.1%) | 14 (51.9%) | 5 (18.5%) | 8 (29.6%) | 0 (0.0%) | 14 (51.9%) | 5 (18.5%) | 8 (29.6%) |
Both | 21 (30.4%) | 13 (61.9%) | 1 (4.8%) | 7 (33.3%) | 5 (23.8%) | 17 (81.0%) | 1 (4.8%) | 3 (14.3%) |
Medical | 42 (60.9%) | 15 (35.7%) | 4 (9.5%) | 23 (54.8%) | 7 (16.7%) | 21 (50.0%) | 4 (9.5%) | 17 (40.5%) |
Health& Fitness | 27 (39.1%) | 17 (63.0%) | 6 (22.2%) | 4 (14.8%) | 0 (0.0%) | 17 (63.0%) | 6 (22.2%) | 4 (14.8%) |
Free | 44 (63.8%) | 21 (47.7%) | 7 (15.9%) | 16 (36.4%) | 7 (15.9%) | 27 (61.4%) | 7 (15.9%) | 10 (22.7%) |
Paid | 25 (36.2%) | 11 (44.0%) | 3 (12.0%) | 11 (44.0%) | 0 (0.0%) | 11 (44.0%) | 3 (12.0%) | 11 (44.0%) |