2019
DOI: 10.1016/j.smr.2018.10.005
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Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities

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Cited by 87 publications
(83 citation statements)
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References 72 publications
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“…In this sense, the determination of the factors that may influence the adoption of the use of new technologies such as the fitness Apps associated with Boutique fitness centers is essential for their design, development and implementation. Likewise, its importance lies in the fact that the fitness Apps favor a greater participation in physical activities and, therefore, a more active and healthy population [ 11 ].…”
Section: Introductionmentioning
confidence: 99%
“…In this sense, the determination of the factors that may influence the adoption of the use of new technologies such as the fitness Apps associated with Boutique fitness centers is essential for their design, development and implementation. Likewise, its importance lies in the fact that the fitness Apps favor a greater participation in physical activities and, therefore, a more active and healthy population [ 11 ].…”
Section: Introductionmentioning
confidence: 99%
“…Furthermore, a benchmark assessment was conducted to identify applications and solutions that raise awareness among users of the effects of environmental pollution on health. Gamification techniques were analysed in order to define, in the second phase, the gamification strategy, to enhance users’ motivation [23]. Finally, focus groups were conducted with PHOs and users to define their needs and requirements to improve citizens’ quality of life.Second phase: creation of a non-functional prototype and gamification strategy.The first version of the system is a non-functional prototype that was built as a set of mock-ups that described the appearance and functionalities of the system.…”
Section: Methodsmentioning
confidence: 99%
“…Furthermore, a benchmark assessment was conducted to identify applications and solutions that raise awareness among users of the effects of environmental pollution on health. Gamification techniques were analysed in order to define, in the second phase, the gamification strategy, to enhance users’ motivation [23]. Finally, focus groups were conducted with PHOs and users to define their needs and requirements to improve citizens’ quality of life.…”
Section: Methodsmentioning
confidence: 99%
“…Sports typically involve physical activity that refers to any type of body motion that eventually leads towards a rise in one's energy consumption and is conducted in different situations such as work, daily routines, and recreation time [11]. In sports and fitness, motivation is the basis of all athletic activity and achievement.…”
Section: Sportsmentioning
confidence: 99%
“…It is because each step of the design stage has specific requirements when gamified [44]. In the business world, time is precious, and it can cause over budget when the development took longer period [45]. Extra functionality A Review of Gamification in Virtual Reality (VR) Sport…”
Section: High Cost Of Implementationmentioning
confidence: 99%