The Effects of Different Game Elements of Healthcare Apps on Users'Fitness Activities

来源 :华人学者营销协会,上海财经大学商学院,上海市市场学会 | 被引量 : 0次 | 上传用户:zxd80509
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  To effectively motivate users to continue exercising,many developers gamify the healthcare apps,aiming at making work-out more "fun".However,we argue that,"making it fun" may not be effective enough to motivate users to sustain their efforts.We propose that making the apps more social may provide better values and can be a more effective approach to helping users persist.A longitudinal study was conducted,and 144 participants were recruited for the seven-week fitness-tracking study.Subjects were randomly assigned to use one of the two apps: one with gamified elements focusing on fun(Walkup)and the other with elements focusing on social interactions(WeChat Sports).Both apps recorded participantsdaily step counts and tracked their physical activities.In addition,items on usersintentions to continue using the app were also collected.Compared with participants using Walkup,those who used WeChat Sports showed better performance in step counts in each of the seven weeks,and higher intentions to continue exercising with the app.The results indicate that,even though making the healthcare app more "fun" can encourage users to adopt and start exercising,making it more "social" can be more effective in helping users persist,and,eventually,achieve their health goals.
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