How does gamification foster customer engagement and continued use of smart wearable devices for health and Wellness?

Sahar Ahmed Nagaty
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Abstract

Smart wearable devices (SWDs) are considered the next technological development after smartphones. Due to the COVID-19 epidemic, telework has increased, and people's attention to self-health monitoring has grown, which has boosted the SWDs market‘s growth. Moreover, gamification has been a prominent topic owing to its motivational and engaging impacts, leading to more regular physical activity, better health, and greater fitness levels among users. Even though SWDs could monitor fitness and health metrics, many users abandon them within a few months. Therefore, this research is among the first to examine the post-adoption behaviours of recent users to improve their engagement with SWDs to improve their health and wellness through the continued use and exercise. Through an online questionnaire 234 eligible responses were obtained from smartwatch users. PLS-SEM method was performed to examine the validity and reliability of the modelling framework. and testing the research hypotheses. The results revealed that How does gamification foster customer engagement and continued use of smart ... Dr. Sahar Ahmed Nagaty رشع عبارلا دلجملا يناثلا ددعلا ليربإ 0202 899 utilitarian and hedonic motivations positively affect consumer engagement except for social interactions and perceived ease of use. In contrast, achievement showed a negative impact on customer engagement (CE). Furthermore, results showed that the bandwagon effect has a significant impact on CE. However, healthology has shown to be insignificant in engaging customers with the smartwatch. Generally, results disclosed that gamification motivations boost customer engagement (CE) to change their behavior for the continued use and exercise to improve their health and wellness. Moreover, this research provides practical implications for the applications of wearables for wellbeing.
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游戏化如何促进客户参与和智能可穿戴设备的持续使用?
智能可穿戴设备(SWDs)被认为是继智能手机之后的下一个技术发展。由于新冠肺炎疫情,远程办公的增加,人们对自我健康监测的重视程度提高,这推动了SWDs市场的增长。此外,游戏化已经成为一个突出的话题,因为它具有激励和吸引人的影响,导致用户更有规律的身体活动,更好的健康状况和更高的健身水平。尽管swd可以监控健身和健康指标,但许多用户在几个月内就放弃了它们。因此,这项研究是第一个研究最近用户采用后的行为,以提高他们对社福服务的参与,通过持续使用和锻炼来改善他们的健康和健康的研究之一。通过在线问卷调查,从智能手表用户中获得了234份符合条件的回复。采用PLS-SEM方法验证了建模框架的有效性和可靠性。并检验研究假设。结果显示,游戏化如何促进客户粘性和持续使用智能…Sahar Ahmed Nagaty博士رشع عبارلا دلجملا يناثلا ددعلا ليربإ 0202 899功利主义和享乐主义动机积极影响消费者参与,除了社会互动和感知易用性。相比之下,成就对客户参与(CE)表现出负向影响。此外,研究结果表明,从众效应对CE有显著影响。然而,健康学在吸引消费者使用智能手表方面显得微不足道。总体而言,研究结果表明,游戏化动机促进了客户参与度(CE),从而改变了他们的行为,以便继续使用和锻炼,以改善他们的健康状况。此外,这项研究为可穿戴设备在健康方面的应用提供了实际意义。
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