2023
DOI: 10.1108/itp-05-2022-0347
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Exploring the ineffectiveness of gamification health management: a U-shaped relationship between competition and technological exhaustion

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 gamifi… Show more

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Cited by 4 publications
(4 citation statements)
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“…Following these literatures, gamification in our research contexts refers to the incorporation of game design elements into the fitness apps while retaining its instrumental functions for promoting or supporting users’ physical activity/exercise. As an emerging design approach, gamification has attracted a large stream of researches in various contexts, including fitness/health/exercise ( Cheng, 2020 ; Whelan and Clohessy, 2020 ; Yang and Li, 2021 ; Li et al, 2023 ), education ( Sánchez Prieto et al, 2021 ; Behl et al, 2022 ; Chen and Liang, 2022 ; Ghai and Tandon, 2023 ; Oliveira et al, 2023 ; Zhang and Hasim, 2023 ), marketing ( Zhang et al, 2021 ; Wu and Santana, 2022 ), sustainable consumption ( Mulcahy et al, 2020 ), online community ( Xi and Hamari, 2019 ).…”
Section: Literature Review and Theoretical Foundationsmentioning
confidence: 99%
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“…Following these literatures, gamification in our research contexts refers to the incorporation of game design elements into the fitness apps while retaining its instrumental functions for promoting or supporting users’ physical activity/exercise. As an emerging design approach, gamification has attracted a large stream of researches in various contexts, including fitness/health/exercise ( Cheng, 2020 ; Whelan and Clohessy, 2020 ; Yang and Li, 2021 ; Li et al, 2023 ), education ( Sánchez Prieto et al, 2021 ; Behl et al, 2022 ; Chen and Liang, 2022 ; Ghai and Tandon, 2023 ; Oliveira et al, 2023 ; Zhang and Hasim, 2023 ), marketing ( Zhang et al, 2021 ; Wu and Santana, 2022 ), sustainable consumption ( Mulcahy et al, 2020 ), online community ( Xi and Hamari, 2019 ).…”
Section: Literature Review and Theoretical Foundationsmentioning
confidence: 99%
“…Gamified fitness apps have garnered attention from the academic community in recent years ( Cheng, 2020 ; Whelan and Clohessy, 2020 ; Yang and Li, 2021 ; Li et al, 2023 ). Current literature primarily focuses on the impact of gamification on individuals’ fitness outcomes.…”
Section: Introductionmentioning
confidence: 99%
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