TY - JOUR
T1 - Explaining the Outcomes of Social Gamification
T2 - A Longitudinal Field Experiment
AU - Zhang, Jun
AU - Jiang, Qiqi
AU - Zhang, Wenping
AU - Kang, Lele
AU - Lowry, Paul Benjamin
AU - Zhang, Xiong
PY - 2023
Y1 - 2023
N2 - Social gamification, which allows technology users to interact with each other in gamified tasks, has drawn increasing interest due to its effectiveness in facilitating users’ game engagement and task efforts. In social gamification, users can compete or cooperate with other users or teams to complete game tasks and achieve game goals. However, it remains unclear how various social interaction mechanisms (SIMs), such as cooperation, interpersonal competition, and intergroup competition, influence gamification outcomes when they are separately or jointly implemented. In addition, the effects of SIMs on experiential and instrumental gamification outcomes have not been well differentiated. In this study, we systematically investigate the influences of these fundamental SIMs, as well as the possible interaction effects among them, on fitness app users’ game engagement and fitness behavior. Using a fitness app custom-developed for the Chinese market, Fitness Castle, we conducted a longitudinal field experiment to test our proposed model and hypotheses. The results indicate that when separately implemented, cooperation and interpersonal competition can lead to differential instrumental gamification outcomes in the fitness context. We also systematically compare the differential gamification outcomes when cooperation, interpersonal competition, and intergroup competition are combined in various coopetition settings. Our study offers a theory-based framework and design principles for social gamification. Our findings help practitioners better design SIMs in their gamified technologies with the purpose of achieving optimal experiential and instrumental gamification outcomes simultaneously.
AB - Social gamification, which allows technology users to interact with each other in gamified tasks, has drawn increasing interest due to its effectiveness in facilitating users’ game engagement and task efforts. In social gamification, users can compete or cooperate with other users or teams to complete game tasks and achieve game goals. However, it remains unclear how various social interaction mechanisms (SIMs), such as cooperation, interpersonal competition, and intergroup competition, influence gamification outcomes when they are separately or jointly implemented. In addition, the effects of SIMs on experiential and instrumental gamification outcomes have not been well differentiated. In this study, we systematically investigate the influences of these fundamental SIMs, as well as the possible interaction effects among them, on fitness app users’ game engagement and fitness behavior. Using a fitness app custom-developed for the Chinese market, Fitness Castle, we conducted a longitudinal field experiment to test our proposed model and hypotheses. The results indicate that when separately implemented, cooperation and interpersonal competition can lead to differential instrumental gamification outcomes in the fitness context. We also systematically compare the differential gamification outcomes when cooperation, interpersonal competition, and intergroup competition are combined in various coopetition settings. Our study offers a theory-based framework and design principles for social gamification. Our findings help practitioners better design SIMs in their gamified technologies with the purpose of achieving optimal experiential and instrumental gamification outcomes simultaneously.
KW - Mobile fitness applications
KW - Social gamification
KW - Interpersonal competition
KW - Intergroup competition
KW - Online cooperation
KW - Coopetition
KW - Social interaction mechanisms
KW - Field experiment
KW - Game engagement
KW - Gamigied tasks
KW - Online gamification
KW - Mobile fitness applications
KW - Social gamification
KW - Interpersonal competition
KW - Intergroup competition
KW - Online cooperation
KW - Coopetition
KW - Social interaction mechanisms
KW - Field experiment
KW - Game engagement
KW - Gamified tasks
KW - Online gamification
U2 - 10.1080/07421222.2023.2196776
DO - 10.1080/07421222.2023.2196776
M3 - Journal article
SN - 0742-1222
VL - 40
SP - 401
EP - 439
JO - Journal of Management Information Systems
JF - Journal of Management Information Systems
IS - 2
ER -