- Startup Spells 🪄
- Posts
- How South Korean Government Uses Incentives Like Cash and Apps to Solve Its Aging and Health Crisis
How South Korean Government Uses Incentives Like Cash and Apps to Solve Its Aging and Health Crisis
PLUS: My Love Letter to Bottom-of-Funnel SEO
How South Korean Government Uses Incentives Like Cash and Apps to Solve Its Aging and Health Crisis
South Korea now rewards citizens directly for healthy habits. Through programs like the Health Life Practice Incentive launched in 2021, citizens can earn ₩50,000–60,000 (~$40–50) yearly by logging activities such as walking and exercise, especially if they show measurable improvements in blood pressure, weight, or blood sugar levels.
Participants use a government fitness app, mimicking retail loyalty schemes: they set activity goals (like 10,000 steps), earn rewards, and redeem points at local coffee shops, marts, and pharmacies.
This system taps into familiar behaviors citizens already practice in consumer settings, but redirects them toward public health outcomes.
Rising Healthcare Costs and a Shrinking Workforce Force Bold Action
South Korea’s birthrate has fallen to 0.72 births per woman, the lowest worldwide. At the same time, the elderly share of the population is growing rapidly. These two trends create severe pressure on healthcare spending, which surged from $55 billion in 2010 to $92 billion in 2019.

South Korea - Birth Rate
Older adults typically consume 2–8 times the healthcare resources of younger individuals. Preventive efforts like fitness rewards are a calculated move to curb these mounting costs by delaying or avoiding the onset of expensive chronic illnesses.
Physical inactivity alone adds an estimated $418 more per person per year to healthcare bills. Incentivizing daily movement aims to reverse that trend before the system becomes unsustainable.
Early Programs in Seoul Show Exercise Incentives Are Working
Seoul launched a step-tracking program offering up to 60,000 won (~$44) annually for walking 200,000 steps per month. Over 200,000 people joined the program, and participants boosted their daily steps by about 20% compared to non-participants.

South Korea - Fitness App
These early wins suggest that even modest financial rewards can change deep-rooted habits across a broad demographic spectrum.
Gaming Addiction Sparks a Broader Definition of Health
South Korea’s gaming culture, long a global phenomenon, now presents domestic public health challenges. Excessive screen time links to inactivity, obesity, and depression, particularly among youth.
Municipal health programs now reward not just physical activity but reductions in screen time. Citizens can earn points for outdoor hobbies like hiking or for participating in offline group sports, creating an ecosystem that values overall well-being instead of narrowly targeting fitness.
By blending physical, mental, and social wellness into one reward structure, the government addresses multiple dimensions of modern health risks.
Technology Partners Make Healthy Behavior Frictionless
South Korea’s public health apps, including WalkOn and Samsung Health, make activity tracking seamless. Users don’t need to manually input data; steps, heart rates, and activity minutes are automatically captured.

South Korea - WalkOn App
Google Translation of screens:
Screen 1: With family, friends, colleagues, and neighborhood neighbors
Screen 2: Making more enjoyable healthy habits together
Screen 3: A smart activity analysis report that you can check at a glance
Screen 4: Health is basic, rewards are a bonus, fun walking challenge
Screen 5: A healthier community by doing together with family, friends, and neighbors
Rewards redeem quickly through partnerships with retailers, minimizing paperwork or bureaucratic delays. This low-friction design removes the typical barriers that doom many well-intentioned health initiatives elsewhere.
By embedding health tracking into daily life without extra effort, the system builds compliance through convenience rather than discipline.
Behavioral Psychology and Marketing Tactics Make the System Stick
Several behavioral science principles underpin South Korea’s program structure:
Immediate Rewards: The program pays users ~$1 as soon as they complete activities like walking 10,000 steps or finishing a yoga session, reinforcing the habit in real time.
Loss Aversion: Participants accumulate points in the app that feel tangible; missing a day feels like losing real cash, making users more consistent.
Social Proof: Over 2 million people have downloaded the national fitness app, showing others that participating is normal and even expected.
Micro-Commitments: Citizens commit to small daily goals like walking or doing yoga for 30 minutes instead of overwhelming long-term plans, reducing resistance to starting.
By aligning the system with how humans naturally make decisions, South Korea increases the odds of long-term engagement.
Gamification Elements Turn Health Into a Daily Habit
The success of South Korea’s fitness incentives also relies on applying gamification techniques:
Point Systems: Completing 10,000 steps earns ~$1 in points, converting abstract effort into concrete earnings.
Challenges and Leaderboards: City-wide competitions, like Seoul’s monthly step count race, add social excitement and pressure.
Visual Progress: Apps show colorful progress bars for activities completed, giving users visible feedback loops.
Streak Tracking: WalkOn and Samsung Health apps reward users for consecutive days of meeting goals, turning health into a streak-maintenance game.
Randomized Bonuses: Some programs offer surprise bonus points for completing extra activities like bonus weekend walks, keeping participation fresh and engaging.
Gamification doesn't just make the programs fun — it turns health behavior into an addictive positive loop.
Carrot Incentives Create Positive Behavioral Shifts Without Backlash
Carrot incentives — offering rewards for positive action — stand at the core of South Korea’s strategy.
Unlike punitive fines or taxes, carrots like giving cash rewards for reaching 10,000 steps or completing 30-minute yoga sessions create excitement, not resentment. Participants feel the government recognizes and appreciates their efforts toward better health.
The frequent, achievable rewards build steady momentum, making users feel seen, valued, and more willing to stay involved.
Strategic Health Incentives Help Korea Manage Future Risks
By focusing on prevention today, South Korea mitigates larger risks looming on the horizon:
Chronic Disease Reduction: Incentivized walking reduces hypertension and diabetes risk, cutting long-term medical expenses.
Extended Workforce Contribution: Healthier seniors remain active in the workforce longer, delaying retirement burdens.
Lower Welfare Burden: Healthier retirees claim less in medical subsidies and long-term care, reducing fiscal strain.
In a nation with one of the fastest-aging populations on Earth, these incentives aren’t perks — they are survival strategies.
Measurable Results Suggest Health Incentives Are a High-ROI Strategy
Available data supports the effectiveness of these programs:
Seoul’s step program drove ~20% more daily walking among users.
Healthcare studies estimate every $1 invested in incentives could save $3–$4 in reduced medical costs.
Participant surveys show higher self-reported well-being and health metrics compared to non-participants.
The early success of these initiatives positions South Korea as a pioneer in blending public health, behavioral psychology, and simple technology to tackle complex social challenges.
Other countries facing aging crises, from Singapore to Italy, are closely monitoring how South Korea’s “pay for health” model reshapes population-wide wellness.
Top Tweets of the day
1/
AI video isn't cheap, usually $0.50 per 5 seconds of video
Then again a big cinema movie easily costs $100 million
$100M/120 minutes/60 seconds = $69,420/second
About 140,000x cheaper!
— @levelsio (@levelsio)
11:21 PM • Jan 20, 2025
There's been a flood of AI Videos on socials now due to AI Video being extremely cheap.
Great opportunity to create AI Video UGC for apps. You need 10-30 specific frameworks, 10-30 second long videos, 10-30 avatars, 10-30 voices and can sell this as a SaaS. Any app builder should be able to upload 5 seconds of their own app and it comes out with your own social feed.
2/
Noom gets to a billion in $39 subscriptions with a 40-screen signup flow, and you're worried about your dropoff from lander to checkout.
Wanna reduce your abandon rate?
Twist the knife harder. Make them stay longer.
Make the buy button the cure for their pain. But not
— John Cocktosen (@indiewhacker)
5:25 PM • Jan 17, 2025
Long paywalls on apps work due to sunk cost fallacy. You can even charge more after a longer form.
3/
this is an amazing way to think about prompting o1
from @benhylak
— Dan Mac (@daniel_mac8)
3:29 AM • Jan 12, 2025
Context at the end is due to Lost in The Middle effect. However, GPT 4.1 cookbook tells you to prompt important context both before and after the prompt.
Rabbit Holes
I Trained AI To Write 30 Viral Tweets (Build An Audience Faster) by Kortex (Dan Koe)
My Love Letter to Bottom-of-Funnel SEO by Edward Sturm
An app can be a home-cooked meal by Robin Sloan
What’d ya think of today’s newsletter? Hit ‘reply’ and let me know.
Do me a favor and share it in your company's Slack #marketing channel.
First time? Subscribe.
Follow me on X.
Reply