This study analyses how gamification motivates users of gamified mobile exercise apps and enhances their health. Data from 276 Fitbit users were analysed using structural equation modelling. The findings showed that feelings of competence and autonomy arise when exercise apps include achievement and progression-oriented affordances, and that feelings of relatedness arise with social, immersion and achievement and progression-oriented affordances. They also revealed that exercise apps should satisfy the needs for competence and relatedness to develop individuals’ intrinsic motivation, which in turn leads to greater physical, mental and social health. These findings offer insights for managers in this industry
The rapid pace at which smartphone applications are currently diffusing through society have made th...
Introduction: Gamification in fitness applications is aboutstimulating and motivating users to incre...
Sports and fitness is a trending theme in the field of gamification, which in turn is a trending the...
This study analyses how gamification motivates users of gamified mobile exercise apps and enhances t...
In this study, we propose a research model to assess the effect of a mobile health (mHealth) app on ...
This paper explores how Generation Y engages with gamified health and fitness mobile apps focussing ...
To encourage and increase the motivation to physical activity by using new information and communica...
In recent years, apps aimed towards promoting health and fitness have become increasingly popular. I...
Proliferation of mobile apps drives more people to use their smartphones in a longer time than befor...
This paper elaborates the design, development and evaluation of health and fitness smartphone app, P...
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately im...
Gamification has been increasingly employed in health-related apps in recent years. However, the eff...
The growing incidence of health problems attributed to contemporary lifestyles, and the limited reso...
abstract: In the past decade, the use of mobile applications, specifically mobile applications focus...
Mobile fitness applications have seen a significant growth to promote more active lifestyles by foll...
The rapid pace at which smartphone applications are currently diffusing through society have made th...
Introduction: Gamification in fitness applications is aboutstimulating and motivating users to incre...
Sports and fitness is a trending theme in the field of gamification, which in turn is a trending the...
This study analyses how gamification motivates users of gamified mobile exercise apps and enhances t...
In this study, we propose a research model to assess the effect of a mobile health (mHealth) app on ...
This paper explores how Generation Y engages with gamified health and fitness mobile apps focussing ...
To encourage and increase the motivation to physical activity by using new information and communica...
In recent years, apps aimed towards promoting health and fitness have become increasingly popular. I...
Proliferation of mobile apps drives more people to use their smartphones in a longer time than befor...
This paper elaborates the design, development and evaluation of health and fitness smartphone app, P...
Background: Gamification is purported to enhance engagement with health behavior apps, ultimately im...
Gamification has been increasingly employed in health-related apps in recent years. However, the eff...
The growing incidence of health problems attributed to contemporary lifestyles, and the limited reso...
abstract: In the past decade, the use of mobile applications, specifically mobile applications focus...
Mobile fitness applications have seen a significant growth to promote more active lifestyles by foll...
The rapid pace at which smartphone applications are currently diffusing through society have made th...
Introduction: Gamification in fitness applications is aboutstimulating and motivating users to incre...
Sports and fitness is a trending theme in the field of gamification, which in turn is a trending the...