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Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise

Juho Hamari, +1 more
- pp 105
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TLDR
The results indicate that social factors are strong predictors for attitudes towards gamification, and, further, continued use intentions and intentions to recommend the related service.
Abstract
This paper investigates how social factors predict attitude toward gamification and intention to continue using gamified services, as well as intention to recommend gamified services. The paper employs structural equation modelling for analyses of data (n=107) gathered through a survey that was conducted among users of one of the world’s largest gamification applications for physical exercise. The results indicate that social factors are strong predictors for attitudes towards gamification, and, further, continued use intentions and intentions to recommend the related service.

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Citations
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Proceedings ArticleDOI

Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification

TL;DR: The review indicates that gamification provides positive effects, however, the effects are greatly dependent on the context in which the gamification is being implemented, as well as on the users using it.
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Demographic differences in perceived benefits from gamification

TL;DR: The results indicate that perceived enjoyment and usefulness of the gamification decline with use, suggesting that users might experience novelty effects from the service.
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Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service

TL;DR: The results show that the mere implementation of gamification mechanisms does not automatically lead to significant increases in use activity in the studied utilitarian service, however, those users who actively monitored their own badges and those of others in the study showed increased user activity.
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A systematic review of gamification in e-Health

TL;DR: Most of the e-Health applications and serious games investigated have been proven to yield solely short-term engagement through extrinsic rewards and it is therefore necessary to build e- health solutions on well-founded theories that exploit the core experience and psychological effects of game mechanics.
Journal ArticleDOI

Do badges increase user activity? A field experiment on the effects of gamification

TL;DR: Results show that users in the gamified condition were significantly more likely to post trade proposals, carry out transactions, comment on proposals and generally use the service in a more active way.
References
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Journal ArticleDOI

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TL;DR: Ajzen, 1985, 1987, this article reviewed the theory of planned behavior and some unresolved issues and concluded that the theory is well supported by empirical evidence and that intention to perform behaviors of different kinds can be predicted with high accuracy from attitudes toward the behavior, subjective norms, and perceived behavioral control; and these intentions, together with perceptions of behavioral control, account for considerable variance in actual behavior.
Journal ArticleDOI

Evaluating Structural Equation Models with Unobservable Variables and Measurement Error

TL;DR: In this paper, the statistical tests used in the analysis of structural equation models with unobservable variables and measurement error are examined, and a drawback of the commonly applied chi square test, in additit...

Perceived Usefulness, Perceived Ease of Use, and User

TL;DR: Regression analyses suggest that perceived ease of use may actually be a causal antecdent to perceived usefulness, as opposed to a parallel, direct determinant of system usage.
Journal ArticleDOI

Perceived usefulness, perceived ease of use, and user acceptance of information technology

TL;DR: In this article, the authors developed and validated new scales for two specific variables, perceived usefulness and perceived ease of use, which are hypothesized to be fundamental determinants of user acceptance.
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