Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise
By Juho Hamari, Jonna Koivisto. European Conference on Information Systems, 2013
411 citations recorded by the source corpus.
This paper investigates how social factors predict attitude toward gamification and intention to continue using gamified services, as well as intention to recommend gamified services. The paper employs structural equation modelling for analyses of data (n=107) gathered through a survey that was conducted among users of one of the world’s largest gamification applications for physical exercise. The results indicate that social factors are strong predictors for attitudes towards gamification, and, further, continued use intentions and intentions to recommend the related service.
View Paper: https://www.semanticscholar.org/paper/7104f8cb94863e2ba9b27586ddf4d99189f09f02
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Juho Hamari
- Jonna Koivisto
- De Liu
- Michail Kalogiannakis
- Ayoung Suh
- Christy M. K. Cheung
- Yogesh Kumar Dwivedi
- Yang Yang
Citations in the corpus
- Gamification in the Workplace: The Central Role of the Aesthetic Experience (2017, background): “E x t en t t o w h i c h an i nd i v i d ua l i s no t a w a r e o f t he pa s t o r t he f u t u r e due t o i mm e r s ed f o c u s [ 13 , 25 , 28 , 77 ].”
- Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014, background): “Achievements/ Badges [2][8][10][17][20][22][25][27] [34]”
- Do Persuasive Technologies Persuade? - A Review of Empirical Studies (2014, unknown): “[8]).”
- The Model for Introduction of Gamification into E-learning in Higher Education (2015, background): “Computer-supported gamified services such as Nike+, Zombies, Run!, Fitocracy, and Runkeeper all aim at structuring, supporting and motivating the exercise activities (Hamari & Koivisto, 2013).”
- Measuring flow in gamification: Dispositional Flow Scale-2 (2014, background): “Computer-supported gamified services such as Nike+, Zombies, Run!, Fitocracy, and Runkeeper all aim at structuring, supporting and motivating the exercise activities (see Hamari & Koivisto, 2013; Koivisto & Hamari, 2014) through the provision of optimally difficult challenges and feedback.”
- Do badges increase user activity? A field experiment on the effects of gamification (2017, background): “The social influence and recognition that users receive through gamification have also been found to be strong predictors for the adoption and use of gamification applications (Hamari & Koivisto, 2013).”
- Demographic differences in perceived benefits from gamification (2014, background): “…on the effects of social factors in gamified services show that when a gamification implementation incorporates social features, the size of the community committed to the same goals is an important prerequisite for the gamification service’s effectiveness (Hamari, 2013; Hamari & Koivisto, 2013).”
- Examining the impact of gamification on intention of engagement and brand attitude in the marketing context (2017, result): “This is in line with Hamari and Koivisto (2013) who pointed out that social aspects play an important role in gamification such as game playing, and found that social factors such as social influence contribute to attitudes and use intentions towards gamification services.”
- Toward Meaningful Engagement: A Framework for Design and Research of Gamified Information Systems (2017, background): “Although IS researchers have drawn attention to gamification research (Chang et al. 2008; Cheong et al. 2013; Hamari and Koivisto 2013; Kankanhalli et al. 2012; Merhi 2012; Shang and Lin 2013), current empirical studies are limited in scope.”
- Gamification in Science Education. A Systematic Review of the Literature (2021, background): “Such data have been found to affect gamification experiences [53,54], which also affects the generalizability of our findings.”