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Accepted for/Published in: JMIR Serious Games

Date Submitted: Feb 27, 2021
Date Accepted: May 18, 2021
Date Submitted to PubMed: Nov 23, 2021

The final, peer-reviewed published version of this preprint can be found here:

The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States

Esmaeilzadeh P

The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States

JMIR Serious Games 2021;9(3):e28282

DOI: 10.2196/28282

PMID: 34812736

PMCID: 8406121

How do gamification and IT identity influence the post-adoption behaviors of health and fitness apps’ users?: An empirical study in the United States

  • Pouyan Esmaeilzadeh

ABSTRACT

Background:

The use of health and fitness apps has been on the rise to monitor personal fitness and health parameters. However, recent research discovered that many users discontinue using these apps after only a few months. Gamification has been suggested as a technique to increase users' interactions with the apps. Nevertheless, it is still not clear how gamification mechanisms encourage continued use and inspire user self-management.

Objective:

Our main objective is to articulate how the application of gamification mechanisms in studies of designing and using health and fitness apps can contribute to the realization of IT identity and positive behavioral outcomes. We attempt to light on how gamification mechanisms will translate into positive use behaviors in the context of mHealth apps.

Methods:

We collect data from 364 users of health and fitness apps through an online survey to empirically examine the proposed model.

Results:

Based on identity theories, this study suggests the fully mediating role of IT identity to describe how gamification elements can lead to continued intention to use health and fitness apps and increased users' tendency for information sharing through the apps. The finding indicates that perceived gamification can increase users' IT identity. In turn, a higher IT identity would encourage users to continue using the apps and share more personal health information with others through the apps.

Conclusions:

The results of this study can have practical implications for app designers to use gamification elements to increase users' dependency, relatedness, and emotional energy associated with health apps. Moreover, the findings can have theoretical contributions for researchers to help them better articulate the process in which gamification can be translated into positive use behaviors.


 Citation

Please cite as:

Esmaeilzadeh P

The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States

JMIR Serious Games 2021;9(3):e28282

DOI: 10.2196/28282

PMID: 34812736

PMCID: 8406121

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© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.