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Understanding Fitness App Usage Over Time: Moving Beyond The Need For Competence

机译:了解健身应用程序随着时间的推移:超越需要竞争力

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The purpose of this work's larger project is to investigate if users' basic psychological needs within Self-Determination Theory are satisfied through game design elements over time and if this influences user retention. It is also to be investigated if there is a specific order of satisfaction of these needs. As a preliminary work, 47 participants filled out a survey on their use of gamified fitness- and tracking apps. They were asked about their enjoyment of use, duration and satisfaction of their basic needs. Results showed that users' need for competence seemed to be satisfied in the starting phase, which was also what kept them using it. However, they would eventually quit for reasons unrelated to the apps. Directions for the upcoming diary study are outlined.
机译:这项工作更大项目的目的是调查自我确定理论内的用户基本心理需求是否通过游戏设计元素随着时间的推移而满足,并且如果这影响了用户保留。 如果有这些需求的特定满足感,也要调查。 作为初步工作,47名参与者填写了他们使用游戏健身和跟踪应用程序的调查。 他们被问及他们对他们的基本需求的使用,持续时间和满足感。 结果表明,用户对启动阶段的竞争力似乎是满足的,这也是将它们用它的东西。 但是,他们最终会退出与应用程序无关的原因。 概述了即将到来的日记研究的方向。

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