2020
DOI: 10.1108/ejmbe-09-2019-0163
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Gamification in sport apps: the determinants of users' motivation

Abstract: PurposeGamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification's effectiveness in this field. Therefore, the aim of the present study is to analyze the impact of game elements included in gamified sports' apps on the satisfaction of basic psychological needs (i.e. competence, autonomy and relatedness). Similarly, t… Show more

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Cited by 46 publications
(34 citation statements)
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References 58 publications
(116 reference statements)
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“…Ahn (2020) argues that harmonious passion leads to higher competence needs satisfaction that leads to positive word‐of‐mouth intention in the integrated resort setting. Bitrián et al (2020) reveal that achievement‐related elements and immersion‐related elements lead to satisfaction with customers’ competence needs in gamified sports apps setting. In the current study, CSR‐brand fit is considered as an antecedent of a customer's brand passion through increasing competence satisfaction.…”
Section: Hypotheses Developmentmentioning
confidence: 99%
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“…Ahn (2020) argues that harmonious passion leads to higher competence needs satisfaction that leads to positive word‐of‐mouth intention in the integrated resort setting. Bitrián et al (2020) reveal that achievement‐related elements and immersion‐related elements lead to satisfaction with customers’ competence needs in gamified sports apps setting. In the current study, CSR‐brand fit is considered as an antecedent of a customer's brand passion through increasing competence satisfaction.…”
Section: Hypotheses Developmentmentioning
confidence: 99%
“…In the same vein, Gilal et al (2020) show that social influencing factors such as celebrity attractiveness and celebrity expertise can lead to higher relatedness needs satisfaction that leads to a stronger brand passion among air travelers. Building on these rationals, it is expected that because relatedness needs satisfaction is strongly associated with consumer behavior (Bitrián et al, 2020; Gilal et al, 2020; Wang & Li, 2016, 2017) and CSR‐brand fit is considered prominent in enhancing brand loyalty and purchase intention (Ashton & Scott, 2011; Cha et al, 2016; Lee et al, 2019), it is, therefore, expected that CSR‐brand fit will be considered more prominent in increasing customers’ sense of relatedness (as the CSR efforts have community elements). We, thus, posit that a good fit between a firm's CSR programs and its brand image (e.g., CSR‐brand fit) will not only enhance customers’ inherent desire to feel connected and instill a sense of relatedness but also allow customers to express themselves with the help of brand.…”
Section: Hypotheses Developmentmentioning
confidence: 99%
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“…These elements were also rated as relevant by the participants of this study. Moreover, according to Deci and Ryan's theory of self-determination, the use of features and gamification elements can satisfy needs by, for example, using the gamification element "feedback" to satisfy the need for competence, the creation of an "avatar" or the "choice of one's own paths in a story" to satisfy the feeling of autonomy and "team tasks" to fulfill the need for social inclusion [43,51,69]. The most desired gamification elements highlighted in this study could be considered as "connection to a health insurance company's bonus program", "immaterial reward" and "monetary incentives".…”
Section: Factors Determining Interest In Features and Gamification Tomentioning
confidence: 99%