游戏化对自我效能感的影响:性别和年龄调节效应

IF 3 4区 教育学 Q2 HOSPITALITY, LEISURE, SPORT & TOURISM
A. I. Polo-Peña, Dolores M. Frías-Jamilena, M. L. Fernández-Ruano
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引用次数: 15

摘要

目的在发达社会,生活方式越来越久坐不动,确定帮助人们养成健康习惯的策略很重要,比如锻炼。本研究基于智能带等“智能”设备提供的可能性,提出将游戏化作为鼓励用户定期锻炼的策略。设计/方法论/方法这项工作分析了个人如何体验他们在游戏化计划中的参与,前提是它应该提供一种内在激励和有趣的体验。此外,性别和年龄对他们参与游戏化项目的经历与自我效能感之间关系的调节作用。结果表明,个人参与游戏化计划的经历对他们在体育或锻炼实践中的自我效能感产生了积极影响。研究还发现,变量“性别”和“年龄”调节了他们参与游戏化项目的经历与感知自我效能之间的关系,从而对女性和老年人产生了更大的影响。实际意义对于参与促进社会采用常规运动和锻炼的专业人员和机构来说,实际意义是利用智能带等可穿戴技术的潜力。目前的研究发现,使用游戏化鼓励人们进行有规律的体育活动对女性比男性更有效,对老年人比年轻人更有效。独创性/价值考虑到参与者性别和年龄的调节作用,这项研究的结果更好地理解了游戏化是否是一种合适的策略,可以帮助参与者认为自己在选择的运动或锻炼中具有更大的自我效能。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Influence of gamification on perceived self-efficacy: gender and age moderator effect
PurposeIn advanced societies, lifestyles are increasingly sedentary, and it is important to identify strategies to help people acquire healthy habits, such as exercise. The present study proposes the use of gamification as a strategy for encouraging users to exercise regularly, based on the possibilities offered by “smart” devices such as smartbands.Design/methodology/approachThe work analyzes how individuals experience their participation in a gamification program, on the premise that it should provide an experience that is intrinsically motivating and fun. Also the moderator effect of the gender and age on the relationship between their experience of participating in a gamification program and perceived self-efficacy.FindingsThe results show that individuals' experience of participating in a gamification program exerts a positive influence on their perceived self-efficacy in the practice of sport or exercise. The study also finds that the variables “gender” and “age” moderate the relationship between their experience of participating in a gamification program and perceived self-efficacy, such that it exerts a greater influence on women and older people.Practical implicationsThe practical implications for the professionals and institutions involved in promoting the adoption of regular sport and exercise in society are about taking advantage of the potential of wearable technology such as smartbands. The present study finds that the use of gamification for encouraging people to adopt regular physical activity is more effective for women than for men, and for older people than for younger users.Originality/valueThe findings of this study provide a better understanding of whether gamification is an appropriate strategy for helping participants to perceive themselves as having greater self-efficacy in their chosen sport or exercise, taking into account the moderating effect of participant gender and age.
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来源期刊
International Journal of Sports Marketing & Sponsorship
International Journal of Sports Marketing & Sponsorship HOSPITALITY, LEISURE, SPORT & TOURISM-
CiteScore
4.70
自引率
13.60%
发文量
26
期刊介绍: The International Journal of Sports Marketing and Sponsorship is the world’s leading journal for the sports marketing industry. Published quarterly, it has met the rigorous standards required for a listing by both PsycINFO and the Social Sciences Citation Index (SSCI).
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