Exploring the ineffectiveness of gamification health management: a U-shaped relationship between competition and technological exhaustion

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Abstract

PurposeGamification design is considered an effective way of changing users' health behavior and improving their health management performance. Even though numerous studies have investigated the positive effect of gamification competition on users, little research has considered gamification's ineffectiveness and negative effects. In particular, how gamification competition affects users' technological exhaustion remains unclear.Design/methodology/approachAccording to flow theory and related research on gamification, this study discusses the nonlinear relationship between gamification competition and users' technological exhaustion. Furthermore, the authors analyze the moderating effect of user type (socializers and achievers) and users' health condition on this nonlinear relationship. Based on flow theory, the authors propose a series of research hypotheses. To test all research hypotheses, the authors collected information from 407 users via a questionnaire as the data for this study.FindingsThe empirical results found a U-shaped relationship between gamification competition and technological exhaustion. Technological exhaustion gradually decreases as competition increases until reaching the lowest point; after that, technological exhaustion gradually increases as competition increases. Further, being a socializer and health condition play a moderating role in the U-shaped relationship between competition and technological exhaustion.Originality/valueThis study's findings not only enrich the related research in flow theory and gamification, but also contribute to the effective design of gamification in health management platforms.
探索游戏化健康管理的无效性:竞争与技术枯竭之间的u型关系
游戏化设计被认为是改变用户健康行为,提高其健康管理绩效的有效途径。尽管有许多研究调查了游戏化竞争对用户的积极影响,但很少有研究考虑到游戏化的无效和负面影响。特别是,游戏化竞争如何影响用户的技术枯竭仍然不清楚。基于流理论和游戏化的相关研究,本文探讨了游戏化竞争与用户技术枯竭之间的非线性关系。此外,作者还分析了用户类型(社交者和成就者)和用户健康状况对这种非线性关系的调节作用。基于流动理论,作者提出了一系列研究假设。为了检验所有的研究假设,作者通过问卷调查收集了407名用户的信息作为本研究的数据。实证结果发现,游戏化竞争与技术枯竭之间呈u型关系。随着竞争的加剧,技术枯竭逐渐减少,直至达到最低点;之后,随着竞争的加剧,技术枯竭逐渐加剧。此外,社交性和健康状况在竞争与技术枯竭之间的u型关系中起调节作用。原创性/价值本研究的发现不仅丰富了心流理论和游戏化的相关研究,也有助于健康管理平台游戏化的有效设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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