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Can gamification increases consumers' engagement in fitness apps? The moderating role of commensurability of the game elements

机译:赌博可以增加消费者在健身应用程序中的参与吗?游戏元素的可符合性的调节作用

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摘要

Many app firms have adopted gamification, aiming at making consumers more engaging and loyal. Given the ambivalent evidence on the effectiveness of gamification, this study proposes that the effectiveness of gamification is moderated by the types of game elements, i.e., commensurate and incommensurate. Commensurate elements, such as points, are directly associated with performances such as step counts, and may be perceived by consumers as external incentives to their efforts; whereas incommensurate elements, such as "likes", are not directly related to performances, and may be considered as avenues to satisfy psychological needs, leading to stronger intrinsic motivation. Results from a longitudinal field study confirm that compared with apps using commensurate elements, apps using incommensurate elements can better help increase intrinsic motivation and further enhance engagement and loyalty.
机译:许多App公司采用了赌博,旨在使消费者更加吸引和忠诚。鉴于对群体有效性的矛盾证据,这项研究提出了游戏化的有效性被游戏元素的类型调节,即相称和不相称。相称元素,如积分直接与诸如步骤计数的表演相关联,并且可能被消费者视为对其努力的外部激励措施;然而,不加密的元素,例如“喜欢”,与表现无直接关系,并且可能被视为满足心理需求的途径,导致强大的内在动机。纵向实地研究的结果证实,与使用相称元素的应用程序相比,使用不称称元素的应用可以更好地帮助提高内在动机,进一步增强接合和忠诚度。

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