Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective

IF 3.9 4区 计算机科学 Q1 COMPUTER SCIENCE, INFORMATION SYSTEMS
Manning Li, Yancheng Wang, Yueming Wu, Hanchen Liu
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引用次数: 7

Abstract

ABSTRACT Many users fail to stick to the use of mobile fitness apps. As a key element of gamification mechanisms, effective gamification narrative design has the potential to draw the users in and motivates them to develop stronger motivations to achieve their real-world goals and higher persistent usage intentions of the mobile fitness App. Underpinned by goal priming theory, we conducted two controlled experiments, surrounding core aspects of gamification narrative design, namely narrative path agility and narrative target clarity. The results, which revealed that different forms of gamification narrative design impact users’ real-world fitness purpose and persistent usage intentions through different strategies, provide interesting implications for both theory and practice.
游戏化叙事设计作为移动健身应用用户持续使用意图的预测因素:目标启动视角
摘要许多用户未能坚持使用移动健身应用程序。作为游戏化机制的一个关键元素,有效的游戏化叙事设计有可能吸引用户,并激励他们发展更强的动机,以实现他们的现实世界目标和更高的移动健身应用程序持续使用意愿。在目标启动理论的指导下,我们围绕游戏化叙事设计的核心方面,即叙事路径的灵活性和叙事目标的清晰度,进行了两个对照实验。研究结果表明,不同形式的游戏化叙事设计通过不同的策略影响用户在现实世界中的健身目的和持续使用意图,为理论和实践提供了有趣的启示。
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
Enterprise Information Systems
Enterprise Information Systems 工程技术-计算机:信息系统
CiteScore
11.00
自引率
6.80%
发文量
24
审稿时长
6 months
期刊介绍: Enterprise Information Systems (EIS) focusses on both the technical and applications aspects of EIS technology, and the complex and cross-disciplinary problems of enterprise integration that arise in integrating extended enterprises in a contemporary global supply chain environment. Techniques developed in mathematical science, computer science, manufacturing engineering, and operations management used in the design or operation of EIS will also be considered.
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