The DOI matches its Crossref record; 33 of the 33 references it cites were found in a registry or an index.
How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking
Open accessAbstract
Abstract With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.
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Cites
Perceived usefulness, perceived ease of use, and user acceptance of information technology
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“One of the main purpose of feedback is to help individuals reduce the discrepancies between intended and actual behavior (Hattie and Timperley, 2007; Shute, 2008).”
BackgroundInfluentialUnderstanding Information Systems Continuance: An Expectation-Confirmation Model1
Bhattacherjee, A. (2001) · MIS Quarterly · doi:10.2307/3250921 · Cited by 8,767 · cited 1×
“Consider the following statements regarding your exercise: In the coming months I plan to use HeiaHeia more than I currently do 0.505 Adapted from Bhattacherjee, (2001) and Hamari and Koivisto, (2015a) It is likely that I will use HeiaHeia more often rather than less often during the next couple…”
MethodInfluentialFrom game design elements to gamefulness: defining "gamification"
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Technology Acceptance Model 3 and a Research Agenda on Interventions
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“…thus increasing possible perceived benefits from a system or service as has always been evident for a long time by the stream of research on systems’ perceived usefulness with regards to utilitarian systems (Daviss et al., 1989; Hsu et al., 2008; Venkatesh and Bala, 2008; Venkatesh et al., 2000).”
BackgroundSocial cognitive theory of self-regulation
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Cited by
Enhancing user engagement: The role of gamification in mobile apps
Bitrián, P., Buil, I., & Catalán, S. (2021) · Journal of Business Research · doi:10.1016/j.jbusres.2021.04.028 · Cited by 442
Alhalafawy, W. S., & Tawfiq Zaki, M. Z. (2022) · International Journal of Emerging Technologies in Learning (iJET) · doi:10.3991/ijet.v17i06.28885 · Cited by 69
Metadata
- Authors
- Hassan, L., Dias, A., & Hamari, J.
- Venue
- International Journal of Information Management
- Publisher
- Elsevier BV
- Published
- 2019-06
- Volume
- 46
- Pages
- 151-162
- ISSN
- 0268-4012 (ISSN-L)
- OpenAlex
- W2906637688
- Cited by
- 206
- References
- 33
- FWCI
- 17.89
- Type
- journal article
- Language
- en
- Open access
- green
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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