Gamified Double-edged Sword: Exploring the Different Social Comparison Motives of Mobile Fitness App Users - Research in Progress

Jun Zhang, Qiqi Jiang, Paul Benjamin Lowry, Yongjun Li

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

Abstract

Mobile fitness applications (a.k.a. “apps”) are widely used to manage personal health records. The success of fitness apps hinges on their ability in promoting users’ exercise activities. The gamified design element has been widely employed by fitness apps as an effective approach to motivate users to exercise more. However, the efficacy of different gamified elements in influencing users’ subsequent exercise behaviors is still under debate in both research and practice. In this research-in-progress paper, we anchor the social comparison mechanisms to accordingly design gamification elements and demonstrate the dual impact of gamification on users’ exercise behavior change. In addition, we argue that the improvement of users’ exercise performance hinges on the extent to which users’ dispositional approach avoidance temperament is aligned with user’ gamification-enabled social comparison motives. The theoretical inference will guide a future field experiment by testing the effect of gamification on the users’ exercise performance change.
Mobile fitness applications (a.k.a. “apps”) are widely used to manage personal health records. The success of fitness apps hinges on their ability in promoting users’ exercise activities. The gamified design element has been widely employed by fitness apps as an effective approach to motivate users to exercise more. However, the efficacy of different gamified elements in influencing users’ subsequent exercise behaviors is still under debate in both research and practice. In this research-in-progress paper, we anchor the social comparison mechanisms to accordingly design gamification elements and demonstrate the dual impact of gamification on users’ exercise behavior change. In addition, we argue that the improvement of users’ exercise performance hinges on the extent to which users’ dispositional approach avoidance temperament is aligned with user’ gamification-enabled social comparison motives. The theoretical inference will guide a future field experiment by testing the effect of gamification on the users’ exercise performance change.

Conference

ConferenceThe 17th Annual Pre-ICIS Workshop on HCI Research in MIS
CountryUnited States
CitySan Francisco
Period13/12/201813/12/2018
Internet address

Bibliographical note

CBS Library does not have access to the material

Keywords

  • Fitness app
  • Gamification
  • Social comparison motives
  • Upward comparison
  • Downward comparison
  • Person-technology fit

Cite this

Zhang, J., Jiang, Q., Lowry, P. B., & Li, Y. (2018). Gamified Double-edged Sword: Exploring the Different Social Comparison Motives of Mobile Fitness App Users - Research in Progress. In SIGHCI 2018 Proceedings AIS Electronic Library (AISeL).
Zhang, Jun ; Jiang, Qiqi ; Lowry, Paul Benjamin ; Li, Yongjun. / Gamified Double-edged Sword : Exploring the Different Social Comparison Motives of Mobile Fitness App Users - Research in Progress. SIGHCI 2018 Proceedings. AIS Electronic Library (AISeL), 2018.
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title = "Gamified Double-edged Sword: Exploring the Different Social Comparison Motives of Mobile Fitness App Users - Research in Progress",
abstract = "Mobile fitness applications (a.k.a. “apps”) are widely used to manage personal health records. The success of fitness apps hinges on their ability in promoting users’ exercise activities. The gamified design element has been widely employed by fitness apps as an effective approach to motivate users to exercise more. However, the efficacy of different gamified elements in influencing users’ subsequent exercise behaviors is still under debate in both research and practice. In this research-in-progress paper, we anchor the social comparison mechanisms to accordingly design gamification elements and demonstrate the dual impact of gamification on users’ exercise behavior change. In addition, we argue that the improvement of users’ exercise performance hinges on the extent to which users’ dispositional approach avoidance temperament is aligned with user’ gamification-enabled social comparison motives. The theoretical inference will guide a future field experiment by testing the effect of gamification on the users’ exercise performance change.",
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Zhang, J, Jiang, Q, Lowry, PB & Li, Y 2018, Gamified Double-edged Sword: Exploring the Different Social Comparison Motives of Mobile Fitness App Users - Research in Progress. in SIGHCI 2018 Proceedings. AIS Electronic Library (AISeL), San Francisco, United States, 13/12/2018.

Gamified Double-edged Sword : Exploring the Different Social Comparison Motives of Mobile Fitness App Users - Research in Progress. / Zhang, Jun; Jiang, Qiqi ; Lowry, Paul Benjamin; Li, Yongjun.

SIGHCI 2018 Proceedings. AIS Electronic Library (AISeL), 2018.

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

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AU - Jiang,Qiqi

AU - Lowry,Paul Benjamin

AU - Li,Yongjun

N1 - CBS Library does not have access to the material

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Y1 - 2018

N2 - Mobile fitness applications (a.k.a. “apps”) are widely used to manage personal health records. The success of fitness apps hinges on their ability in promoting users’ exercise activities. The gamified design element has been widely employed by fitness apps as an effective approach to motivate users to exercise more. However, the efficacy of different gamified elements in influencing users’ subsequent exercise behaviors is still under debate in both research and practice. In this research-in-progress paper, we anchor the social comparison mechanisms to accordingly design gamification elements and demonstrate the dual impact of gamification on users’ exercise behavior change. In addition, we argue that the improvement of users’ exercise performance hinges on the extent to which users’ dispositional approach avoidance temperament is aligned with user’ gamification-enabled social comparison motives. The theoretical inference will guide a future field experiment by testing the effect of gamification on the users’ exercise performance change.

AB - Mobile fitness applications (a.k.a. “apps”) are widely used to manage personal health records. The success of fitness apps hinges on their ability in promoting users’ exercise activities. The gamified design element has been widely employed by fitness apps as an effective approach to motivate users to exercise more. However, the efficacy of different gamified elements in influencing users’ subsequent exercise behaviors is still under debate in both research and practice. In this research-in-progress paper, we anchor the social comparison mechanisms to accordingly design gamification elements and demonstrate the dual impact of gamification on users’ exercise behavior change. In addition, we argue that the improvement of users’ exercise performance hinges on the extent to which users’ dispositional approach avoidance temperament is aligned with user’ gamification-enabled social comparison motives. The theoretical inference will guide a future field experiment by testing the effect of gamification on the users’ exercise performance change.

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KW - Social comparison motives

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KW - Downward comparison

KW - Person-technology fit

KW - Fitness app

KW - Gamification

KW - Social comparison motives

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KW - Downward comparison

KW - Person-technology fit

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Zhang J, Jiang Q, Lowry PB, Li Y. Gamified Double-edged Sword: Exploring the Different Social Comparison Motives of Mobile Fitness App Users - Research in Progress. In SIGHCI 2018 Proceedings. AIS Electronic Library (AISeL). 2018.