Gamification affordances in self-health management: perspectives from achievement satisfaction and gamification exhaustion

IF 5.9 3区 管理学 Q1 BUSINESS
Jiayue Sun, Yadi Gu, Dongxiao Gu, Kaixiang Su, Xiaoyu Wang, Changyong Liang, Xuejie Yang
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引用次数: 0

Abstract

Purpose

Gamification has been widely applied in mobile fitness apps to motivate users to exercise continuously. Based on the affordances–psychological outcomes–behavioral outcomes framework, this study explores the roles of three specific gamification affordances (competition, visibility of achievement and interactivity) in self-health management (continuous use behavior and health behavior) from the perspectives of achievement satisfaction and gamification exhaustion.

Design/methodology/approach

We test the research model using a structural equation model (SEM) with 505 self-reported data points. Furthermore, we apply fuzzy-set qualitative comparative analysis (fsQCA) to explore configurations of gamification affordances associated with self-health management behavior, reinforcing the SEM results.

Findings

Results indicate that competition, visibility of achievement and interactivity can enhance achievement satisfaction, which further boosts self-health management behavior. However, competition and interactivity can also cause gamification exhaustion, which undermines self-health management behavior to some extent. Overall, the positive impacts of the three affordances outweigh the negative impacts.

Practical implications

This study provides new insights for relevant practitioners on designing gamification affordances, aiding the sustainable development of mobile fitness apps and their long-term effects on self-health management. Visibility of achievement should be emphasized, and competition and interactivity should be thoughtfully designed to minimize their negative effects.

Originality/value

This study extends the affordances–psychological outcomes–behavioral outcomes framework and the literature on gamification and health management by applying both SEM and fsQCA methodologies to examine the relationship between specific gamification affordances and self-health management behavior.

自我健康管理中的游戏化支持:来自成就满意度和游戏化耗竭的视角
游戏化被广泛应用于移动健身应用中,以激励用户持续锻炼。本研究基于支持-心理结果-行为结果框架,从成就满意度和游戏化耗竭的角度探讨了三种特定的游戏化支持(竞争、成就可见性和互动性)在自我健康管理(持续使用行为和健康行为)中的作用。设计/方法/方法我们使用结构方程模型(SEM)和505个自我报告的数据点来测试研究模型。此外,我们应用模糊集定性比较分析(fsQCA)来探索与自我健康管理行为相关的游戏化能力配置,以加强SEM结果。结果表明,竞争、成就可见性和互动性可以提高成就满意度,进而促进自我健康管理行为。然而,竞争和互动也会导致游戏化耗竭,在一定程度上破坏自我健康管理行为。总体而言,三种能力的正面影响大于负面影响。本研究为相关从业者设计游戏化功能提供了新的见解,有助于移动健身应用的可持续发展及其对自我健康管理的长期影响。应该强调成就的可见性,并且应该精心设计竞争和互动性,以尽量减少它们的负面影响。独创性/价值本研究扩展了启示-心理结果-行为结果框架以及游戏化与健康管理的文献,应用SEM和fsQCA方法来研究特定游戏化启示与自我健康管理行为之间的关系。
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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来源期刊
Internet Research
Internet Research 工程技术-电信学
CiteScore
11.20
自引率
10.20%
发文量
85
审稿时长
>12 weeks
期刊介绍: This wide-ranging interdisciplinary journal looks at the social, ethical, economic and political implications of the internet. Recent issues have focused on online and mobile gaming, the sharing economy, and the dark side of social media.
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