  Breast cancer is the most common cancer in women both in developed and
developing countries. More than half of all cancer mobile application concern
breast cancer. Gamification is widely used in mobile software applications
created for health-related services. Current prevalence of gamification in
breast cancer apps is unknown and detection must be manually performed. The
purpose of this study is to describe and produce a tool allowing automatic
detection of apps which contain gamification elements and thus empowering
researchers to study gamification using large data samples. Predictive logistic
regression model was designed on data extracted from breast cancer apps' title
and description text available in app stores. Model was validated comparing
estimated and benchmark values, observed by gamification specialists. Study's
outcome can be applied as a screening tool to efficiently identify gamification
presence in breast cancer apps for further research.
