Exploring the ineffectiveness of gamification health management: a U-shaped relationship between competition and technological exhaustion

{"title":"Exploring the ineffectiveness of gamification health management: a U-shaped relationship between competition and technological exhaustion","authors":"","doi":"10.1108/itp-05-2022-0347","DOIUrl":null,"url":null,"abstract":"PurposeGamification design is considered an effective way of changing users' health behavior and improving their health management performance. Even though numerous studies have investigated the positive effect of gamification competition on users, little research has considered gamification's ineffectiveness and negative effects. In particular, how gamification competition affects users' technological exhaustion remains unclear.Design/methodology/approachAccording to flow theory and related research on gamification, this study discusses the nonlinear relationship between gamification competition and users' technological exhaustion. Furthermore, the authors analyze the moderating effect of user type (socializers and achievers) and users' health condition on this nonlinear relationship. Based on flow theory, the authors propose a series of research hypotheses. To test all research hypotheses, the authors collected information from 407 users via a questionnaire as the data for this study.FindingsThe empirical results found a U-shaped relationship between gamification competition and technological exhaustion. Technological exhaustion gradually decreases as competition increases until reaching the lowest point; after that, technological exhaustion gradually increases as competition increases. Further, being a socializer and health condition play a moderating role in the U-shaped relationship between competition and technological exhaustion.Originality/valueThis study's findings not only enrich the related research in flow theory and gamification, but also contribute to the effective design of gamification in health management platforms.","PeriodicalId":168000,"journal":{"name":"Information Technology & People","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2023-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information Technology & People","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/itp-05-2022-0347","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0

Abstract

PurposeGamification design is considered an effective way of changing users' health behavior and improving their health management performance. Even though numerous studies have investigated the positive effect of gamification competition on users, little research has considered gamification's ineffectiveness and negative effects. In particular, how gamification competition affects users' technological exhaustion remains unclear.Design/methodology/approachAccording to flow theory and related research on gamification, this study discusses the nonlinear relationship between gamification competition and users' technological exhaustion. Furthermore, the authors analyze the moderating effect of user type (socializers and achievers) and users' health condition on this nonlinear relationship. Based on flow theory, the authors propose a series of research hypotheses. To test all research hypotheses, the authors collected information from 407 users via a questionnaire as the data for this study.FindingsThe empirical results found a U-shaped relationship between gamification competition and technological exhaustion. Technological exhaustion gradually decreases as competition increases until reaching the lowest point; after that, technological exhaustion gradually increases as competition increases. Further, being a socializer and health condition play a moderating role in the U-shaped relationship between competition and technological exhaustion.Originality/valueThis study's findings not only enrich the related research in flow theory and gamification, but also contribute to the effective design of gamification in health management platforms.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
探索游戏化健康管理的无效性:竞争与技术枯竭之间的u型关系
游戏化设计被认为是改变用户健康行为,提高其健康管理绩效的有效途径。尽管有许多研究调查了游戏化竞争对用户的积极影响,但很少有研究考虑到游戏化的无效和负面影响。特别是,游戏化竞争如何影响用户的技术枯竭仍然不清楚。基于流理论和游戏化的相关研究,本文探讨了游戏化竞争与用户技术枯竭之间的非线性关系。此外,作者还分析了用户类型(社交者和成就者)和用户健康状况对这种非线性关系的调节作用。基于流动理论,作者提出了一系列研究假设。为了检验所有的研究假设,作者通过问卷调查收集了407名用户的信息作为本研究的数据。实证结果发现,游戏化竞争与技术枯竭之间呈u型关系。随着竞争的加剧,技术枯竭逐渐减少,直至达到最低点;之后,随着竞争的加剧,技术枯竭逐渐加剧。此外,社交性和健康状况在竞争与技术枯竭之间的u型关系中起调节作用。原创性/价值本研究的发现不仅丰富了心流理论和游戏化的相关研究,也有助于健康管理平台游戏化的有效设计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Unraveling the factors that influence connectedness and relationship performance with augmented reality apps Audience analytics and tensions in digital news work: evidence from Swiss news media Unraveling the dark side of ChatGPT: a moderated mediation model of technology anxiety and technostress See it, share it: what makes social media content viral in the higher education context? The power of positive affective content Behavioral dedication, constraint or obligation? A tripartite model of active participation in multiplayer online battle arena game community
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1