資訊管理學報

謝佩珊;涂榮庭;馮文婷;
頁: 277-291
日期: 2022/07
摘要: 許多健身應用程序開發人員透過將服務傳遞過程遊戲化,讓用戶更具參與度和忠誠度。儘管如此,現有研究對於健身應用程序中遊戲化的有效性提出了矛盾的證據。我們認為,不同的遊戲元素可能會觸發不同類型的動機,從而對用戶的使用產生不同的影響。從自我決定理論推斷,我們將遊戲元素分為內在和外在兩種類型,並驗證這兩種類型的元素對使用行為和忠誠度的影響。縱向的田野實驗結果表明,與外在遊戲元素相比,內在元素可以更有效地增加用戶的使用和持續使用意圖。
關鍵字: 遊戲化; 健身應用程序; 使用行為;

Can gamification increase users’ continued use intention of fitness app? Compare the effectiveness of intrinsic and extrinsic game elements


Abstract: Many fitness app developers have gamified the service delivery process, aiming at making users more engaging and loyal. Nonetheless, the existing research provides ambivalent evidence on the effectiveness of gamification in fitness apps. We argue that various game elements may trigger different types of motivation, rendering different impacts on users’ usage. Drawing inference from Self-Determination Theory, we categorize game elements as two types, intrinsic and extrinsic, and examine their influence on usage behaviors and loyalty. Results from a longitudinal field experiment indicate that compared with extrinsic game elements, intrinsic ones can increase users’ usage and continued use intentions more effectively.
Keywords: gamification; fitness app; usage behaviors ;

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