The dark side of gamification: an experimental study on digital fitness apps

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Kybernetes Pub Date : 2024-08-30 DOI:10.1108/k-03-2024-0792
Zhijian Bai, Cheng Xu, Aimaitijiang Ailikamujiang, Yanqi Sun
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Abstract

Purpose

This study, anchored in Self-Determination Theory, explores the paradoxical effects of gamification on digital health promotion, focusing on user engagement, physical activity adherence, stress levels and social dynamics.

Design/methodology/approach

In a preregistered experimental design, participants interacted with one of three fitness apps: a non-gamified control app, a competition-based gamified app (GameFit) or a self-exploration-based gamified app (ExploreFit). Quantitative data were collected through scales measuring key variables, and qualitative insights were gathered from structured diaries.

Findings

Gamification significantly enhanced user engagement and physical activity adherence. However, competition-based gamification also increased stress and negative social dynamics, with gender-specific effects: females experienced higher stress and males encountered more negative social dynamics. These adverse effects were mitigated in the ExploreFit group, suggesting that self-exploration elements in gamification can reduce negative outcomes.

Originality/value

This research offers a comprehensive analysis of the complex interplay between gamification, competition, self-exploration and health outcomes. It provides valuable insights for the design of persuasive technologies, highlighting the need for a balanced approach to gamification that considers both its benefits and potential pitfalls.

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游戏化的阴暗面:关于数字健身应用程序的实验研究
本研究以自我决定理论为基础,探讨了游戏化对数字健康促进的矛盾影响,重点关注用户参与度、体育锻炼坚持率、压力水平和社会动力。设计/方法/途径在预先注册的实验设计中,参与者与三款健身应用中的一款进行互动:非游戏化对照应用、基于竞赛的游戏化应用(GameFit)或基于自我探索的游戏化应用(ExploreFit)。通过测量关键变量的量表收集定量数据,并通过结构化日记收集定性见解。然而,基于竞争的游戏化也增加了压力和负面的社会动态,并对不同性别产生了不同的影响:女性承受的压力更大,男性遇到的负面社会动态更多。这些负面影响在ExploreFit组中得到了缓解,这表明游戏化中的自我探索元素可以减少负面影响。它为说服性技术的设计提供了宝贵的见解,强调了游戏化需要一种平衡的方法,既要考虑游戏化的益处,也要考虑潜在的隐患。
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来源期刊
Kybernetes
Kybernetes 工程技术-计算机:控制论
CiteScore
4.90
自引率
16.00%
发文量
237
审稿时长
4.3 months
期刊介绍: Kybernetes is the official journal of the UNESCO recognized World Organisation of Systems and Cybernetics (WOSC), and The Cybernetics Society. The journal is an important forum for the exchange of knowledge and information among all those who are interested in cybernetics and systems thinking. It is devoted to improvement in the understanding of human, social, organizational, technological and sustainable aspects of society and their interdependencies. It encourages consideration of a range of theories, methodologies and approaches, and their transdisciplinary links. The spirit of the journal comes from Norbert Wiener''s understanding of cybernetics as "The Human Use of Human Beings." Hence, Kybernetes strives for examination and analysis, based on a systemic frame of reference, of burning issues of ecosystems, society, organizations, businesses and human behavior.
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