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Malloy JA, Kazenbroot-Phillips H, Roy R. Associations Between Body Image, Eating Behaviors, and Diet Quality Among Young Women in New Zealand: The Role of Social Media. Nutrients 2024; 16:3517. [PMID: 39458512 PMCID: PMC11510262 DOI: 10.3390/nu16203517] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/20/2024] [Revised: 10/11/2024] [Accepted: 10/14/2024] [Indexed: 10/28/2024] Open
Abstract
Background/Objectives: This study investigates the relationship between diet quality and body image disturbance among young women aged 18-24, a crucial period for establishing lifelong health behaviors. Given the increasing exposure to social media, which often promotes unrealistic beauty standards, this research aims to explore associations between eating behaviors, diet quality, and body image disturbance. Methods: A mixed-methods approach was employed, combining qualitative focus group discussions with quantitative analysis. Focus groups (n = 19) explored themes of body image dissatisfaction. The Body Image Disturbance Questionnaire (BIDQ) was administered to 50 participants (young women aged 18-24) to quantitatively assess body image disturbance, while diet quality was evaluated using the Australian Recommended Food Scores (ARFS). The Three-Factor Eating Questionnaire (TFEQ-R18) was also used to assess eating behaviors, including cognitive restraint, uncontrolled eating, and emotional eating. A social influence questionnaire (SIQ) was administered to measure the effect of social influence. Pearson's correlation coefficient was used to determine the relationship between ARFS, BIDQ, and TFEQ-R18 scores. Results: Qualitative findings revealed persistent dissatisfaction with body shape, largely influenced by social media. Quantitatively, 65% of participants scored above the clinical threshold for body image disturbance (mean BIDQ score = 4.2, SD = 0.8). The correlation between ARFS and BIDQ scores was weak and not statistically significant (r = 0.057, p = 0.711). However, a significant positive correlation was observed between time spent on social media and body image disturbance (r = 0.58, p < 0.01). Additionally, TFEQ-R18 results indicated that 45% of participants displayed moderate levels of uncontrolled eating, and 36.5% demonstrated moderate levels of emotional eating. Conclusions: While social media is associated with body image concerns, its effect on eating behaviors and diet quality shows weak correlations, suggesting that other factors may mediate these outcomes. These results suggest the complexity of the associations between body image, eating behaviors, and diet quality, indicating that interventions should consider psychological drivers behind these concerns alongside social media usage.
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Affiliation(s)
- Jessica A. Malloy
- Discipline of Nutrition and Dietetics, School of Medical Sciences, Faculty of Medical and Health Sciences, University of Auckland, 85 Park Road Grafton, Auckland 1011, New Zealand; (J.A.M.)
| | - Hugo Kazenbroot-Phillips
- Discipline of Nutrition and Dietetics, School of Medical Sciences, Faculty of Medical and Health Sciences, University of Auckland, 85 Park Road Grafton, Auckland 1011, New Zealand; (J.A.M.)
| | - Rajshri Roy
- Discipline of Nutrition and Dietetics, School of Medical Sciences, Faculty of Medical and Health Sciences, University of Auckland, 85 Park Road Grafton, Auckland 1011, New Zealand; (J.A.M.)
- Discipline of Nutrition and Dietetics, Susan Wakil School of Nursing and Midwifery, Faculty of Medicine and Health, The University of Sydney, Camperdown, NSW 2050, Australia
- Charles Perkins Centre, The University of Sydney, Camperdown, NSW 2050, Australia
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Ritter Y, Pfister D, Steckhan GM, Voelter-Mahlknecht S, Weber B, Ellegast R, Koch C, Bausch F, Gruber M, Schwenk M. The work Lifestyle-integrated Functional Exercise program for preventing functional decline in employees aged 55 years and older: development and initial evaluation. Eur Rev Aging Phys Act 2024; 21:21. [PMID: 39107685 PMCID: PMC11304822 DOI: 10.1186/s11556-024-00356-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2023] [Accepted: 07/29/2024] [Indexed: 08/10/2024] Open
Abstract
BACKGROUND Despite the global increase in older employees, workplace physical activity interventions (WPAIs) for this target group have not yet been sufficiently developed. The major drawback of existing WPAIs is low adherence due to lack of time or limited motivation. A novel approach could be to integrate tailored neuromotor and strength exercises into everyday working tasks to prevent the functional decline of older employees at the workplace without needing much additional time for training. This approach was tested in the present study by evaluating the proof-of-concept of a novel WPAI based on the Lifestyle-integrated Functional Exercise (LiFE) program integrated into a working environment (wLiFE55 +). METHODS The proof-of-concept of wLiFE55 + was quantified within a 4-week pre-post exercise intervention study by measuring (1) feasibility including adherence, activity frequency, adverse events and acceptance (integrability of wLiFE55 + activities, perceived improvement and safety, satisfaction, physical demand, personal trainer session, intervention content) and (2) pre-to-post changes in neuromotor function (12-Level Balance Scale, 12-LBS; Community Balance and Mobility Scale, CBM), strength (60sec Chair Stand Test), and PA (1-week activity monitoring). For statistical analysis, the median and interquartile range (IQR) were computed. For pre-to-post changes, Wilcoxon signed-rank tests with effect size (r) were also performed. RESULTS Seventeen older employees (mean age 59 years, 8 female) were included of which fifteen completed the study. The intervention adherence was 100%, and the activity adherence was 58% (9 out of 12 maximum possible wLiFE55 + activities implemented). Depending on the specific activity, the frequency of practice ranged between 25-75% of the days of the intervention period, and single wLiFE55 + activities were practiced between one and three times per day. No adverse events occurred, and acceptance was high. Pre-to-post increases with medium effect sizes were found for neuromotor function (CBM, 12-LBS) and specific PA variables (total sedentary time, sedentary bouts > 30 min). CONCLUSION The results of the study highlight the feasibility of wLiFE55 + in a work setting with older employees. The pre-to-post increases observed in neuromotor measures and reductions in sedentary time suggest that wLiFE55 + may counteract the age-related functional decline in older employees and justifies future studies in this field. The next steps are program adjustments to boost exercise frequency and evaluating wLiFE55 + in a randomized controlled trial.
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Affiliation(s)
- Yvonne Ritter
- Human Performance Research Centre, Department of Sport Science, University of Konstanz, Universitätsstraße 10, Constance, 78464, Germany.
| | - Diana Pfister
- Human Performance Research Centre, Department of Sport Science, University of Konstanz, Universitätsstraße 10, Constance, 78464, Germany
| | - Greta M Steckhan
- Institute of Occupational Medicine, Charité-Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt Universität Zu Berlin, Augustenburger Platz 1, Berlin, 13353, Germany
| | - Susanne Voelter-Mahlknecht
- Institute of Occupational Medicine, Charité-Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt Universität Zu Berlin, Augustenburger Platz 1, Berlin, 13353, Germany
| | - Britta Weber
- Institute for Occupational Health and Safety of the German Social Accident Insurance (IFA), Sankt Augustin, Germany
| | - Rolf Ellegast
- Institute for Occupational Health and Safety of the German Social Accident Insurance (IFA), Sankt Augustin, Germany
| | | | - Frank Bausch
- Managing Business Analyst, Capgemini, Cologne, Germany
| | - Markus Gruber
- Human Performance Research Centre, Department of Sport Science, University of Konstanz, Universitätsstraße 10, Constance, 78464, Germany
| | - Michael Schwenk
- Human Performance Research Centre, Department of Sport Science, University of Konstanz, Universitätsstraße 10, Constance, 78464, Germany
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Faizah A, Hardian AFA, Nandini RD, Handayani PW, Harahap NC. The Influence of Incentive-Based Mobile Fitness Apps on Users' Continuance Intention With Gender Moderation Effects: Quantitative and Qualitative Study. JMIR Hum Factors 2024; 11:e50957. [PMID: 38837199 PMCID: PMC11187517 DOI: 10.2196/50957] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/18/2023] [Revised: 02/05/2024] [Accepted: 04/29/2024] [Indexed: 06/06/2024] Open
Abstract
BACKGROUND A survey conducted by McKinsey & Company reported that, as of May 2022, as many as 26% of Indonesians had recently started to engage actively in physical activity, 32% undertook regular physical activity, and 9% exercised intensely. The Fourth Industrial Revolution has spurred the rapid development of mobile fitness apps (MFAs) used to track people's sports activities. However, public interest in using these apps for any length of time is still relatively low. OBJECTIVE In this study, we aimed to determine the effect of incentives (eg, self-monitoring, social support, platform rewards, and external influence) on the use of MFAs and the moderating effect of gender on users' continuance usage intention. METHODS The study used a mixed methods approach. Quantitative data were collected through a web-based questionnaire and qualitative data from interviews with 30 respondents. The quantitative data, collected from 379 valid responses, were processed using covariance-based structural equation modeling. The qualitative data were processed using thematic analysis. The MFAs included in this research were those used as sports or physical activity trackers, such as Apple Fitness, Strava, Nike Run Club, and Fita. RESULTS The results of the data analysis show that 3 groups of incentives, namely, self-monitoring, platform rewards, and external influence (with the exception of social support), affect the perceived usefulness of these apps. Gender was also shown to moderate user behavior in relation to physical activity. The study showed that women were more likely to be motivated to exercise by social and external factors, while men paid greater attention to the tracking features of the app and to challenges and rewards. CONCLUSIONS This research contributes to the field of health promotion by providing guidance for MFA developers.
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Affiliation(s)
- Aaya Faizah
- Faculty of Computer Science, University of Indonesia, Depok, Indonesia
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Berger M, Jung C. Gamification preferences in nutrition apps: Toward healthier diets and food choices. Digit Health 2024; 10:20552076241260482. [PMID: 38868367 PMCID: PMC11168059 DOI: 10.1177/20552076241260482] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/23/2024] [Indexed: 06/14/2024] Open
Abstract
Background Unhealthy eating habits are costly and can lead to serious diseases such as obesity. Nutrition apps offer a promising approach to improving dietary behavior. Gamification elements (GEs) can motivate users to continue using nutrition apps by making them more enjoyable, which can lead to more positive behavioral changes regarding dietary choices. However, the effects of users' preferences and individual characteristics on gamified systems are not yet understood. Current calls for research suggest that personalized gamified systems might lead to user satisfaction, continuous app use, and-ultimately-long-term improvements in diet. Objective The aim was to determine the most preferred GEs in nutrition apps and to define clusters of GEs preferences in terms of personality and socio-demographic characteristics. Methods We surveyed 308 people to measure their preferences regarding GEs in nutrition apps and applied best-worst scaling to determine the most preferred GEs. Furthermore, we used cluster analysis to identify different user clusters and described them in terms of personality and socio-demographic characteristics. Results We determine that GEs most favored are goals, progress bars, and coupons. We revealed three distinct user clusters in terms of personality and socio-demographic characteristics. Based on the individual factors of openness and self-perception, we find that significant differences exist between the preferences for leaderboards and coupons. Conclusion We contribute by shedding light on differences and similarities in GE preferences relating to specific contexts and individual factors, revealing the potential for individualized nutrition apps. Our findings will benefit individuals, app designers, and public health institutions.
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Affiliation(s)
- Michelle Berger
- FIM Research Center for Information Management, Augsburg, Germany
| | - Carolin Jung
- FIM Research Center for Information Management, Augsburg, Germany
- Fraunhofer FIT, Augsburg, Germany
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Liu J, Chen S. Distal and proximal factors of wearable users' quantified-self dependence: A cognitive-behavioral model. Digit Health 2024; 10:20552076241286560. [PMID: 39360241 PMCID: PMC11445773 DOI: 10.1177/20552076241286560] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/06/2024] [Accepted: 09/03/2024] [Indexed: 10/04/2024] Open
Abstract
Objective While using self-tracking devices for physical health has become ubiquitous, the potential for quantified-self (QS) dependence as a detrimental outcome for mental health is under-explored. This study examined the mechanism of wearable users' QS dependence by investigating both the distal and proximal factors based on a cognitive-behavioral model. Methods A total of 535 wearable users aged 18-35 years were surveyed in this study. The surveys included control variable questions related to age, gender, monthly income, BMI, and wearable use experience. Key variable measures included distal factor (habitual use of wearables), proximal factors (perceived external regulation, recognition, and perceived irreplaceability), and perceived QS dependence. Structural equation modeling (SEM) was used to test research hypotheses. Results The results revealed that habitual use of wearables as a distal factor alone was negatively associated with perceived QS dependence. However, it positively influenced perceived external regulation, recognition, and perceived irreplaceability, which in turn significantly contributed to perceived QS dependence, suggesting the suppression effect of the proximal factors. Conclusions The relationships between habitual use of wearables and QS dependence are complex. Although habitual use may seem apparently harmless, it can indirectly foster maladaptive cognitions, thereby promoting dependence. These findings underscore the potential threats of maladaptive cognitions that may arise from leveraging technology to promote physical health, thus offering guidance to technology designers for interventions.
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Affiliation(s)
- Jiaqi Liu
- School of Journalism and Communication, Tsinghua University, Beijing, China
| | - Shuang Chen
- School of Journalism and Communication, Tsinghua University, Beijing, China
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Han M, Chen F, Shang M, Yang L, Shao Y. The detection of self-group conflicts in exercise behaviors differs with social network centrality: ERP evidence. Biol Psychol 2023; 184:108696. [PMID: 37775033 DOI: 10.1016/j.biopsycho.2023.108696] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/11/2023] [Revised: 09/22/2023] [Accepted: 09/25/2023] [Indexed: 10/01/2023]
Abstract
BACKGROUND The influence of social norms on exercise behaviors has been explored in studies over the years. However, little is known about whether an individual's role (central or peripheral) in his or her social network, which is associated with social skills, could shift his or her susceptibility to normative effects on exercise behaviors. To that end, event-related potentials (ERPs) were recorded to examine the underlying cognitive mechanism of the effects of network centrality on normative social influence. METHODS We manipulated network centrality by assigning participants to exercise support groups, with group members who were their nominated friends (high centrality) or nonnominated classmates (low centrality). Participants were asked to evaluate their willingness to engage in various exercises, after viewing discrepant group ratings (peer influence) or not viewing (no-influence). RESULTS Peer influence evoked a larger negative-going feedback-related negativity (FRN) wave, which was linked to automatic social conflict detection, and a larger positive-going P3 wave, which was linked to subsequent conformity behavioral changes. However, effects on the FRN, not the P3, were observed only in the high-centrality group. CONCLUSION Our results highlight the important roles of network centrality in encoding self-group exercise attitude discrepancy rather than in decision-making regarding exercise attitude adjustments. Interventions aimed at promoting exercise behaviors should be considered in a broader social environmental framework.
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Affiliation(s)
- Mengfei Han
- Aviation Psychology Research Office, Air Force Medical Center, Fourth Military Medical University, Beijing 100142, China
| | - Feifei Chen
- College of Education Science, Hubei Normal University, Hubei 435000, China
| | - Mengjuan Shang
- Department of Radiation Biology, Faculty of Preventive Medicine, Fourth Military Medical University, Shaanxi 710032, China
| | - Liu Yang
- Aviation Psychology Research Office, Air Force Medical Center, Fourth Military Medical University, Beijing 100142, China.
| | - Yongcong Shao
- School of Psychology, Beijing Sport University, Beijing 100084, China.
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Marques LM, Uchida PM, Barbosa SP. The impact of Exergames on emotional experience: a systematic review. Front Public Health 2023; 11:1209520. [PMID: 37744509 PMCID: PMC10512833 DOI: 10.3389/fpubh.2023.1209520] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2023] [Accepted: 08/25/2023] [Indexed: 09/26/2023] Open
Abstract
Background Gamification has proven to be a significant tool for health promotion, with a particular focus on physical activities such as Exergames, which improve not only physical, but also cognitive health. However, it is still not clear what effect the practice of Exergames has on changing the emotional experience. Purpose The objective of this systematic review is to evaluate the impact of Exergames training on emotional experience. Methods A systematic search was conducted in the PUBMED and SCOPUS databases. The relevant articles were screened independently by three researchers. Data concerning emotional measures and Exergame practice were extracted for analysis. Results The search yielded 38 articles, of which 16 were included. Exergames were found to significantly impact happiness, anxiety, depressive symptoms, mental health-related quality of life, self-worth, self-esteem, self-efficacy, perceived behavioral control, vigor, vitality, intrinsic motivation, perceived energy, and relaxation. Conclusion Our review supports the evidence that the practice of physical activity through Exergames, on the emotional experience generally generates an increase in positive emotions. In this sense, the results found support both the use of Exergames as a leisure activity that promotes wellbeing and emotional regulation, as well as for health promotion, public health, and clinical practice purposes. Our review strongly supports the notion that engaging in physical activity through Exergames generally leads to an increase in positive emotions. As a result, these findings endorse the utilization of Exergames as a leisure activity to promote well-being and emotional regulation. Moreover, Exergames hold potential for health promotion, public health, and clinical practice purposes.
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Affiliation(s)
- Lucas Murrins Marques
- Faculdade de Medicina, Instituto de Medicina Física e Reabilitação, Hospital das Clínicas HCFMUSP, Universidade de São Paulo, São Paulo, Brazil
| | | | - Sara Pinto Barbosa
- Faculdade de Medicina, Instituto de Medicina Física e Reabilitação, Hospital das Clínicas HCFMUSP, Universidade de São Paulo, São Paulo, Brazil
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Kotsopoulos D, Bardaki C, Pramatari K. How to motivate employees towards organizational energy conservation: Insights based on employees perceptions and an IoT-enabled gamified IS intervention. Heliyon 2023; 9:e16314. [PMID: 37305476 PMCID: PMC10256922 DOI: 10.1016/j.heliyon.2023.e16314] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2022] [Revised: 05/10/2023] [Accepted: 05/12/2023] [Indexed: 06/13/2023] Open
Abstract
Employees can help organizations attain Corporate Environmental Performance (CEP) goals and save on energy bills, by conserving electricity. However, they lack the motivation. Information Systems (IS)-enabled energy-related feedback interventions featuring gamification (utilizing game-design elements), have been suggested to increase organizational energy conservation. To identify the behavioral factors that should be considered when designing such interventions towards optimizing their results, this paper focuses on unravelling the intricacies of employee energy consumption behavior and providing answers to the research question: "What drives employees to save energy at work?". Our research is conducted in three workplaces across Europe. First, we analyze employees' energy-saving motivation and behavior at an individual level of analysis to identify defining behavioral factors behind it. Then, considering these drivers of employees' energy consumption behavior, we focus on answering the question: "How a gamified IS that provides real-time energy usage feedback affects employees' motivation to conserve energy at work, and in turn the actual energy savings in organizations". Our findings suggest that employees' level of self-determination to conserve energy, energy-saving personal norms, and personal and organizational profile, significantly explain both their energy-saving behavior and the energy behavior change attained through a gamified IS intervention. Moreover, the provision of feedback to employees, via an Internet-Of-Things (IoT)-enabled gamified IS, is proven an effective strategy for accomplishing actual energy conservation at work. The acquired insight on what drives employees' energy usage behavior supports the design of gamified IS interventions that have higher motivational capacity and, thus, can change employees' energy behavior. When designing behavioral interventions aimed at energy conservation at work, we should primarily focus on monitoring (to decide whether a behavioral intervention would be worth organizing) and ultimately positively affecting employees' energy-saving habits and intention. Our findings can be transformed to specific practical suggestions for firms to encourage employees' energy saving behavior when aspiring to attain CEP goals. They include satisfying their basic psychological needs for autonomy, competence, and relatedness, activating their personal norms in the context of energy-saving at work, and educating and encouraging them towards specific energy-saving behaviors by utilizing gamified IoT-enabled IS that keep their energy-saving "in shape".
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Affiliation(s)
- Dimosthenis Kotsopoulos
- ELTRUN Research Center, Dept. of Management Science & Technology, Athens University of Economics & Business, Greece
| | - Cleopatra Bardaki
- Department of Informatics & Telematics, Harokopio University, Greece
| | - Katerina Pramatari
- ELTRUN Research Center, Dept. of Management Science & Technology, Athens University of Economics & Business, Greece
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Bizzi L. WHY TO GAMIFY PERFORMANCE MANAGEMENT? CONSEQUENCES OF USER ENGAGEMENT IN GAMIFICATION. INFORMATION & MANAGEMENT 2023. [DOI: 10.1016/j.im.2023.103762] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
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10
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Leung T, Eysenbach G, Peterson S, Heckman C, Kashy D, Berger A, Studts C, Negrón R, Buller D, Paddock L, Gallo J, Kulik A, Frederick S, Pesanelli M, Domider M, Grosso M. Facebook Intervention for Young-Onset Melanoma Survivors and Families: Protocol for a Randomized Controlled Trial. JMIR Res Protoc 2023; 12:e39640. [PMID: 36692933 PMCID: PMC9906316 DOI: 10.2196/39640] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/18/2022] [Revised: 09/30/2022] [Accepted: 10/18/2022] [Indexed: 11/05/2022] Open
Abstract
BACKGROUND Individuals diagnosed with melanoma before the age of 40 years (young-onset melanoma survivors) and their first-degree relatives (FDRs) are a growing population at risk for developing recurrent melanoma or new melanomas. Regular surveillance using clinical skin examination (CSE) and skin self-examination (SSE) and engagement in preventive behaviors including sun protection are recommended. Given the growing population of survivors and their families who are at increased risk, it is surprising that no behavioral interventions have been developed and evaluated to improve risk-reduction behaviors. OBJECTIVE We describe the rationale and methodology for a randomized controlled trial evaluating the efficacy of a Facebook intervention providing information, goal setting, and peer support to increase CSE, SSE, and sun protection for young-onset melanoma survivors and their FDRs. METHODS Overall, 577 survivors and 577 FDRs will be randomly assigned to either the Young Melanoma Family Facebook Group or the Melanoma Family Healthy Lifestyle Facebook Group condition. Participants will complete measures of CSE, SSE, and sun protection, and mediator measures of attitudes and beliefs before and after the intervention. The primary aim is to evaluate the impact of the Young Melanoma Family Facebook intervention versus the Melanoma Family Healthy Lifestyle Facebook intervention on CSE, SSE frequency and comprehensiveness, and sun protection among FDRs. The secondary aims examine the efficacy of the Young Melanoma Family Facebook intervention on survivors' SSE frequency and comprehensiveness and sun protection behaviors and mechanisms of intervention efficacy for intervention impact on FDR and survivor outcomes. The exploratory aim is to evaluate the efficacy of the 2 interventions on perceived stress, physical activity, and healthy eating. RESULTS This project was funded by the National Institutes of Health (R01CA221854). The project began in May 2018, and recruitment started in January 2019. We anticipate completing enrollment by November 2023. Power calculations recommended a sample size of 577 survivors and 577 FDRs. Multilevel modeling treating family as the upper-level sampling unit and individual as the lower-level sampling unit will be the primary data analytic approach. Fixed effect predictors in these models will include condition, role, sex, all 2- and 3-way interactions, and covariates. CONCLUSIONS The Young Melanoma Family Facebook intervention aims to improve primary and secondary skin cancer prevention for young-onset melanoma survivors and their family members. The intervention's delivery via a popular, freely available social media platform increases its impact because of the potential for dissemination in many contexts. If efficacious, this program could be disseminated by dermatologist practices, public health or nonprofit organizations focused on melanoma, and existing melanoma and skin cancer Facebook groups, thereby expanding its reach. This project will produce a content library of posts and a moderation guide for others. TRIAL REGISTRATION ClinicalTrials.gov NCT03677739; https://clinicaltrials.gov/ct2/show/NCT03677739. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID) DERR1-10.2196/39640.
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Affiliation(s)
| | | | - Susan Peterson
- Department of Behavioral Science, Division of Cancer Prevention and Population Sciences, MD Anderson Cancer Center, The University of Texas, San Antonio, TX, United States
| | - Carolyn Heckman
- Behavioral Sciences, Rutgers Cancer Institute of New Jersey, Rutgers, The State University of New Jersey, New Brunswick, NJ, United States
| | - Deborah Kashy
- College of Social Science, Department of Psychology, Michigan State University, East Lansing, MI, United States
| | - Adam Berger
- Division of Surgical Oncology, Department of Surgery, Robert Wood Johnson Medical School, Rutgers, The State University of New Jersey, New Brunswick, NJ, United States
| | - Christina Studts
- Pediatrics - General Pediatrics, School of Medicine, University of Colorado Anschutz Medical Campus, Aurora, CO, United States
| | - Rosalyn Negrón
- College of Liberal Arts, University of Massachusetts Boston, Boston, MA, United States
| | | | - Lisa Paddock
- Rutgers Cancer Institute of New Jersey, New Brunswick, NJ, United States
| | - Joseph Gallo
- Hackensack Meridian Jersey Shore Medical Center, Hackensack Meridian Health, Neptune City, NJ, United States
| | - Alexandria Kulik
- Rutgers Cancer Institute of New Jersey, New Brunswick, NJ, United States
| | - Sara Frederick
- Behavioral Sciences, Rutgers Cancer Institute of New Jersey, Rutgers, The State University of New Jersey, New Brunswick, NJ, United States
| | - Morgan Pesanelli
- School of Public Health, Rutgers, The State University of New Jersey, New Brunswick, NJ, United States
| | - Mara Domider
- Behavioral Sciences, Rutgers Cancer Institute of New Jersey, Rutgers, The State University of New Jersey, New Brunswick, NJ, United States
| | - Marissa Grosso
- Behavioral Sciences, Rutgers Cancer Institute of New Jersey, Rutgers, The State University of New Jersey, New Brunswick, NJ, United States
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Alsamawi FN, Kurnaz S. A framework for adopting gamified learning systems in smart schools during COVID-19. APPLIED NANOSCIENCE 2023; 13:1135-1153. [PMID: 34155468 PMCID: PMC8208614 DOI: 10.1007/s13204-021-01909-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 04/22/2021] [Accepted: 05/24/2021] [Indexed: 11/30/2022]
Abstract
The outbreak of COVID 19 has increased the anxiety and stress among teachers and students. This has increased the need for gamified learning systems (GLS) to make the educational process more attractive and increase the engagement as well as the participation of all stakeholders. The use of GLS in teaching and learning has not been deployed effectively in the educational systems in developing countries. The purpose of this study was to examine the predictors of using GLS in Iraqi smart schools. Building on the literature, a framework of GLS is proposed. Data used in this study were collected from 394 teachers and managerial staff in Iraqi smart schools and analysed using Partial Least Square. The findings showed that individuals and organizations are important predictors of using GLS, and their effects on BI are mediated by satisfaction. Readiness and performance expectancy are critical for adopting and using GLS by smart schools. In addition, the findings showed that gamification and self-efficacy are moderating variables. Important implications of the predictability of GLS using a combination of theories as well as the practical suggestions for decision makers to enhance the adoption of GLS among smart schools in Iraq are discussed. In the time of COVID-19, decision makers have suggested increasing gamification features of teaching and learning to reduce anxiety and achieve a better learning process.
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Affiliation(s)
- Farazdaq Nahedh Alsamawi
- Department of Electrical and Computer Engineering, IT Faculty, Altınbaş Üniversitesi, İstanbul, Turkey
| | - Sefer Kurnaz
- Department of Electrical and Computer Engineering, IT Faculty, Altınbaş Üniversitesi, İstanbul, Turkey
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Shah SHH, Karlsen AST, Solberg M, Hameed IA. A social VR-based collaborative exergame for rehabilitation: codesign, development and user study. VIRTUAL REALITY 2022; 27:1-18. [PMID: 36465891 PMCID: PMC9702607 DOI: 10.1007/s10055-022-00721-8] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/07/2022] [Accepted: 11/13/2022] [Indexed: 06/17/2023]
Abstract
Immersive virtual reality (VR)-based exercise video games (exergames) are increasingly being employed as a supportive intervention in rehabilitation programs to promote engagement in physical activity, especially for elderly users. A multifaceted and iterative codesign process is essential to develop sustainable exergaming solutions. The social aspect is considered one of the key motivating factors in exergames; however, research on the social aspect of VR exergames has been limited. Previous studies have relied on competitiveness in exergames, but research has shown that competition can lead to adverse effects on users. With the aim of motivating elderly individuals to participate in physical exercise and improving social connectedness during rehabilitation, this work presents a social VR-based collaborative exergame codesigned with elderly participants and therapists. This exergame stimulates full-body exercise and supports social collaboration among users through a collaborative game task. Furthermore, this article presents a user study based on a mixed-methods approach to gather user feedback on exergame design and the effect of social collaboration versus playing alone in a VR exergame in terms of physical exertion and motivation. This study spanned five weeks (99 exergaming sessions) with 14 elderly participants divided into two groups, one playing collaboratively and the other playing individually. Between-group comparisons were performed at baseline (first week) and in the fourth week, and within-group comparisons were performed in the fifth week, when the participants played the exergame in counterbalanced order. In contrast to the first week, the participants exergaming collaboratively in the fourth week reported significantly higher intrinsic motivation on all subscales (enjoyment: p < 0.02, effort: p < 0.002, usefulness: p < 0.01) and physical exertion (p < 0.001) than those playing alone. Thereafter, exergaming in counterbalanced order during the fifth week resulted in significant differences (medium to large effect size) within groups. The participants found the social VR gameplay enjoyable and agreed that collaboration played a vital role in their motivation. They reported various health benefits, a minimal increase in symptoms of simulator sickness, and excellent usability scores (83.75±13.3). In this work, we also identify various key design principles to support healthcare professionals, researchers and industrial experts in developing ergonomic and sustainable VR-based exergames for senior citizens.
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Affiliation(s)
- Syed Hammad Hussain Shah
- Department of ICT and Natural Sciences, Faculty of Information Technology and Electrical Engineering, Norwegian University of Science and Technology (NTNU), Larsgårdsvegen 2, 6009 Ålesund, Norway
| | - Anniken Susanne T. Karlsen
- Department of ICT and Natural Sciences, Faculty of Information Technology and Electrical Engineering, Norwegian University of Science and Technology (NTNU), Larsgårdsvegen 2, 6009 Ålesund, Norway
| | - Mads Solberg
- Department of Health Sciences, Faculty of Medicine and Health Science, Norwegian University of Science and Technology (NTNU), Larsgårdsvegen 2, 6009 Ålesund, Norway
| | - Ibrahim A. Hameed
- Department of ICT and Natural Sciences, Faculty of Information Technology and Electrical Engineering, Norwegian University of Science and Technology (NTNU), Larsgårdsvegen 2, 6009 Ålesund, Norway
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Bukoye OT, Ejohwomu O, Roehrich J, Too J. Using nudges to realize project performance management. INTERNATIONAL JOURNAL OF PROJECT MANAGEMENT 2022. [DOI: 10.1016/j.ijproman.2022.10.003] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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14
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Linking social features of fitness apps with physical activity among Chinese users: Evidence from self-reported and self-tracked behavioral data. Inf Process Manag 2022. [DOI: 10.1016/j.ipm.2022.103096] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
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15
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Shapira S, Cauchard JR. Integrating drones in response to public health emergencies: A combined framework to explore technology acceptance. Front Public Health 2022; 10:1019626. [PMID: 36388358 PMCID: PMC9650287 DOI: 10.3389/fpubh.2022.1019626] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/15/2022] [Accepted: 10/10/2022] [Indexed: 01/28/2023] Open
Abstract
The aim of the study was to propose and test an integrated model combining the technology acceptance model (TAM), task-technology fit (TTF), social motivation, and drone-related perceived risks to explore the intention to use drones in public health emergencies (PHEs). We conducted a survey among the Israeli population, yielding a sample of 568 participants. Structural equation modeling was implemented to test the research hypotheses. The results showed that our integrated model provided a robust and comprehensive framework to perform an in-depth investigation of the factors and mechanisms affecting drone acceptance in PHEs. First, ease of use, attitudes, individual-technology fit, task-technology fit, and social influence significantly and directly influenced users' behavioral intention to utilize drone technology. Second, attitudes were significant mediators of the effects of social influence and perceived risks on the intention to use drones. Finally, significant relationships between TAM, TTF, social motivation, and perceived risks were also observed. Theoretical aspects and practical implications-which can serve as the basis for shaping a positive development in drone public acceptance in PHEs and in general-are discussed.
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Affiliation(s)
- Stav Shapira
- School of Public Health, Faculty of Health Sciences, Ben-Gurion University of the Negev, Beer Sheva, Israel
| | - Jessica R. Cauchard
- Magic Lab, Department of Industrial Engineering and Management, Faculty of Engineering, Ben-Gurion University of the Negev, Beer Sheva, Israel
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Li Z, Du N, Wang B, Oteng-Darko C. Impact of social influence on users' continuance intention toward sports and fitness applications. Front Public Health 2022; 10:1031520. [PMID: 36388329 PMCID: PMC9650225 DOI: 10.3389/fpubh.2022.1031520] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/30/2022] [Accepted: 10/11/2022] [Indexed: 01/29/2023] Open
Abstract
The purpose of this paper is to explore how social influence (SI), which is disaggregated into subjective norms (SN), social image (SIM), and social identity (SID), predicts perceived usefulness (PU), perceived pleasure (PP), and continuance intention (CI) toward sports and fitness applications. The underlying context is the socialization and gamification of exercise during the Covid-19 pandemic. Based on the theory of SI and the technology acceptance model, a theoretical framework was built where PU and PP mediate the influence of SI on CI, and proposed hypotheses were tested. The responses of 296 Keep users (a popular sports and fitness application in China) to a questionnaire survey were analyzed. SN and SIM were found to have significant positive effects on SID; SID has significant positive effects on PU and PP; both PU and PP have significant positive effects on the CI of users; SID and PU positively and significantly mediate the relationship between SN/SIM and CI; PU positively and significantly mediates the SID-CI relationship. However, the role of PP in mediating the influence of SI on CI is non-significant. This paper deepens the current understanding of the mechanisms that influence the relationship between SI and CI under the context of socialization and gamification services.
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Affiliation(s)
- Zhiwen Li
- School of Management, Jiangsu University, Zhenjiang, China
| | - Nian Du
- School of Management, Jiangsu University, Zhenjiang, China,School of Cultural Heritage and Information Management, Shanghai University, Shanghai, China,*Correspondence: Nian Du
| | - Baojiao Wang
- School of Management, Jiangsu University, Zhenjiang, China
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Duregon F, Bullo V, Di Blasio A, Cugusi L, Pizzichemi M, Sciusco S, Viscioni G, Cruz-Diaz D, Bocalini DS, Bortoletto A, Favro F, Alberton CL, Gobbo S, Bergamin M. The Role of Facebook ® in Promoting a Physically Active Lifestyle: A Systematic Review and Meta-Analysis. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:9794. [PMID: 36011447 PMCID: PMC9408066 DOI: 10.3390/ijerph19169794] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 07/20/2022] [Revised: 08/05/2022] [Accepted: 08/06/2022] [Indexed: 06/15/2023]
Abstract
BACKGROUND it is well known in literature that sedentary lifestyle contributes to worsening people's health. This issue highlights the need for effective interventions to promote an active lifestyle. Research suggested multilevel intervention strategies to promote adherence to recommended physical activity levels, including the use of social networks that may simplify access to health notions. Being Facebook® the most extensive worldwide social network, this document aimed to analyze the current body of evidence on the role of Facebook® in the promotion of physical activity. METHODS eighteen manuscripts were considered eligible for this systematic review, and it was performed a meta-analysis (PRISMA guidelines) for overall physical activity parameters in eleven out of eighteen studies. RESULTS significant improvements were detected in the total amount of physical activity. In parallel, an increase in other parameters, such as cardiovascular, body composition, and social support, were found. The aerobic training, with supervised and tailored modalities, showed more considerable improvements. CONCLUSIONS this study showed that Facebook® might be considered a feasible and accessible approach to promoting regular exercise practice and achieving health benefits indicators. Future research on the cross-link between physical activity and social network management could also focus on strength training to verify if a more structured intervention would show an effect.
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Affiliation(s)
- Federica Duregon
- Department of Medicine, University of Padova, Via Giustiniani, 2, 35128 Padova, Italy
| | - Valentina Bullo
- Department of Medicine, University of Padova, Via Giustiniani, 2, 35128 Padova, Italy
| | - Andrea Di Blasio
- Department of Medicine and Sciences of Aging, G. d'Annunzio University of Chieti-Pescara, Via dei Vestini, 31, 66100 Chieti, Italy
| | - Lucia Cugusi
- Department of Biomedical Sciences, University of Sassari, Viale San Pietro 43/B, 07100 Sassari, Italy
| | - Martina Pizzichemi
- GymHub S.r.l., Spin-off of the University of Padova, Via O. Galante 67/a, 35129 Padova, Italy
| | - Salvatore Sciusco
- Department of Medicine, University of Padova, Via Giustiniani, 2, 35128 Padova, Italy
| | - Gianluca Viscioni
- Department of Medicine and Sciences of Aging, G. d'Annunzio University of Chieti-Pescara, Via dei Vestini, 31, 66100 Chieti, Italy
| | - David Cruz-Diaz
- Department of Health Sciences, Faculty of Health Sciences, University of Jaén, E-23071 Jaen, Spain
| | - Danilo Sales Bocalini
- Laboratorio de Fisiologia e Bioquimica Experimental, Centro de Educacao Fisica e Deportos, Universida-Federal do Espirito Santo (UFES), Av. Fernando Ferrari, 514, Goiabeiras, Vitoria 29075-910, Brazil
| | - Alessandro Bortoletto
- Department of Medicine, University of Padova, Via Giustiniani, 2, 35128 Padova, Italy
| | - Francesco Favro
- Department of Medicine, University of Padova, Via Giustiniani, 2, 35128 Padova, Italy
| | - Cristine Lima Alberton
- Physical Education School, Federal University of Pelotas, Rua Luís de Camões, 625, Pelotas 96055-630, Brazil
| | - Stefano Gobbo
- Department of Medicine, University of Padova, Via Giustiniani, 2, 35128 Padova, Italy
| | - Marco Bergamin
- Department of Medicine, University of Padova, Via Giustiniani, 2, 35128 Padova, Italy
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Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12136809] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
This study scrutinizes the existing literature regarding the use of augmented reality and gamification in education to establish its theoretical basis. A systematic literature review following the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) statement was conducted. To provide complete and valid information, all types of related studies for all educational stages and subjects throughout the years were investigated. In total, 670 articles from 5 databases (Scopus, Web of Science, Google Scholar, IEEE, and ERIC) were examined. Based on the results, using augmented reality and gamification in education can yield several benefits for students, assist educators, improve the educational process, and facilitate the transition toward technology-enhanced learning when used in a student-centered manner, following proper educational approaches and strategies and taking students’ knowledge, interests, unique characteristics, and personality traits into consideration. Students demonstrated positive behavioral, attitudinal, and psychological changes and increased engagement, motivation, active participation, knowledge acquisition, focus, curiosity, interest, enjoyment, academic performance, and learning outcomes. Teachers also assessed them positively. Virtual rewards were crucial for improving learning motivation. The need to develop appropriate validation tools, design techniques, and theories was apparent. Finally, their potential to create collaborative and personalized learning experiences and to promote and enhance students’ cognitive and social–emotional development was evident.
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19
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Socially-Oriented Persuasive Game to Promote Disease Awareness and Prevention. HUMAN BEHAVIOR AND EMERGING TECHNOLOGIES 2022. [DOI: 10.1155/2022/9403578] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Persuasive games are widely implemented in the health domain to promote desirable behaviour change. Previous research shows that using persuasive games employing various strategies results in increased motivation and awareness that led to a positive change in behaviour. This paper investigates the efficacy of a competition-based persuasive game at creating awareness and motivating people to adhere to COVID-19 precautionary measures. To achieve this goal, we developed and evaluated a competition-based persuasive game to promote the awareness and adoption of COVID-19 precautionary measures. The results of our pretest and posttest study (
) followed by a semistructured interview of 18 participants show the efficacy of the game with respect to promoting a positive change in attitude, intention, self-efficacy, knowledge, and promoting motivation and positive player experience among participants. The qualitative results provide insight into how and why persuasive games promote desirable behaviour. The paper contributes to the knowledge of how emerging technologies in the form of persuasive games can be designed and used to contribute to solving problems in our society.
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A retrospective real-world observational pilot analysis of Waya: a self-monitoring fitness app in Germany. Cardiovasc Endocrinol Metab 2022; 11:e0266. [PMID: 35755420 PMCID: PMC9213173 DOI: 10.1097/xce.0000000000000266] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/08/2022] [Accepted: 05/23/2022] [Indexed: 11/25/2022]
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21
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A Study on the Motivation of Older Adults to Participate in Exercise or Physical Fitness Activities. SUSTAINABILITY 2022. [DOI: 10.3390/su14106355] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/10/2022]
Abstract
Studies have found that older adults often experience severe problems due to a lack of exercise, including an increased risk of falls, increased psychological problems and reduced social participation. However, the practicality and sustainability of exercise or physical fitness activities among older adults are questionable because these adults may face physical and psychological obstacles. Hence, this study proposed a research model to explore the physical fitness behaviours of the elderly subjects and the specific factors for maintaining their motivation to participate in exercise or physical fitness activities. A survey for a total of 101 subjects of residents of Chang Gung Health and Culture Village (CGHCV) was conducted to investigate the effects of the elderly’s group identification and psychological proximity on their attitude and intention toward physical fitness. The results show that the group identification of the physical fitness activities, psychological proximity, intention toward physical fitness and subjective norms of the subjects did not affect their attitudes towards physical fitness or their intention to participate in exercise or physical fitness activities in the future. Therefore, the influence of group identification with other older adults of the same age on empathy allowed the subjects to understand the problematic aspects of physical fitness. Group identification among the subjects allowed them to adjust to their physical fitness problems through sympathy. It mediated the physical fitness problems of the subjects through the ageism effect.
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22
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Tang WSW, Ng TJY, Wong JZA, Ho CSH. The Role of Serious Video Games in the Treatment of Disordered Eating: A Systematic Review (Preprint). J Med Internet Res 2022; 24:e39527. [PMID: 36036967 PMCID: PMC9468918 DOI: 10.2196/39527] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/13/2022] [Revised: 07/18/2022] [Accepted: 07/29/2022] [Indexed: 11/13/2022] Open
Affiliation(s)
- Wymann S W Tang
- Yong Loo Lin School of Medicine, National University of Singapore, Singapore, Singapore
| | - Tricia J Y Ng
- Yong Loo Lin School of Medicine, National University of Singapore, Singapore, Singapore
| | - Joseph Z A Wong
- Yong Loo Lin School of Medicine, National University of Singapore, Singapore, Singapore
| | - Cyrus S H Ho
- Department of Psychological Medicine, Yong Loo Lin School of Medicine, National University of Singapore, Singapore, Singapore
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Kaushal LA, Prashar A. Determinants of Service consumer’s attitudes and Behavioural intentions towards Sharing Economy for Sustainable consumption: An Emerging Market Perspective. JOURNAL OF GLOBAL INFORMATION TECHNOLOGY MANAGEMENT 2022. [DOI: 10.1080/1097198x.2022.2062993] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
| | - Anupama Prashar
- Operations Management, Management Development Institute, Gurgaon, India
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Jansson J, Laukka E, Kanste O, Koivisto J, Jansson M. Identified gamification opportunities for digital patient journey solution during an arthroplasty journey: secondary analysis of patients' interviews. Nurs Open 2022; 9:2044-2053. [PMID: 35460334 PMCID: PMC9190704 DOI: 10.1002/nop2.1215] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/20/2022] [Revised: 03/24/2022] [Accepted: 04/03/2022] [Indexed: 11/12/2022] Open
Abstract
Aim The use of gameful design for supporting health‐related behaviours has been one of the major trends in health technology. An opportunity to increase engagement and motivation in a given health behaviour and the possibility of reaching improved outcomes through continued or consistent behaviour could be provided by gamification. This study aimed to identify gamification opportunities for digital patient journey solutions to increase patients' engagement and motivation for health‐related behaviour during an arthroplasty journey. Design A secondary analysis. Method Semistructured interviews were performed among 20 elective primary total hip and knee arthroplasty patients in a single joint‐replacement centre in Finland during autumn 2018. NVivo software was used for deductive content analysis. The study was conducted among 20 patients in a single joint replacement centre during 2018. Results Several opportunities for gamification were identified for digital patient journey solutions, which could be used in advanced care to increase patients' engagement and motivation for health‐related behaviour during the arthroplasty journey. These opportunities were identified related to five dimensions: accomplishment, challenge, guided, playfulness and social experience. Clear, scheduled, progressive and personalized goals with an activity tracking, real‐time timespan visualization and social networking with peers, support networks and healthcare providers could be provided. Opportunities for competition and immersion were not identified.
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Affiliation(s)
- Johanna Jansson
- Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland
| | - Elina Laukka
- Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland
| | - Outi Kanste
- Research Unit of Nursing Science and Health Management, University of Oulu, Oulu, Finland
| | - Jonna Koivisto
- Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland
| | - Miia Jansson
- Research Group of Medical Imaging, Physics and Technology, University of Oulu, Oulu, Finland
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Bianchi C, Tuzovic S, Kuppelwieser VG. Investigating the drivers of wearable technology adoption for healthcare in South America. INFORMATION TECHNOLOGY & PEOPLE 2022. [DOI: 10.1108/itp-01-2021-0049] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThis empirical study examines the drivers of consumer intention to adopt wearable technology for healthcare in a South American country. Specifically, it proposes and tests a model of nonuser consumer intention to adopt fitness trackers for healthcare purpose in Chile.Design/methodology/approachThis study draws on the technology acceptance framework UTAUT2 to develop and test a conceptual model of wearable technology adoption. Data were collected through an online survey applied to 470 nonusers of wearable technology in Santiago, Chile.FindingsFindings indicate that hedonic motivation, social influence and perceived usefulness have the strongest influence on intention to adopt fitness trackers in Chile for healthcare. In addition, health motivation is an indirect predictor of consumer's intention to adopt wearable technology through its effect on perceived usefulness.Practical implicationsThe study contributes to a better understanding of consumer intention to adopt wearable technology for healthcare objectives in a less developed country in South America. Findings are useful for wearable technology managers, retail business and public policymakers.Originality/valueDespite the vast growth and importance of wearable technology for healthcare purposes, academic research considering less developed countries is scarce, especially the South American region. The proposed model and findings can extend this research gap. Theoretical and managerial implications are discussed as well as implications for public policy.
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Hurmuz MZ, Jansen-Kosterink SM, Hermens HJ, van Velsen L. Game not over: Explaining older adults' use and intention to continue using a gamified eHealth service. Health Informatics J 2022; 28:14604582221106008. [PMID: 35653268 DOI: 10.1177/14604582221106008] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
BACKGROUND Gamification within eHealth services can increase eHealth adoption. However, little is known about factors affecting adoption of gamified eHealth among older adults. In this study, we sought to explain the (continued) use of a gamified eHealth service among older adults (55+). METHODS Participants used a gamified eHealth service, focusing on falls prevention, for 4 weeks and completed a post-test questionnaire based on the Technology Acceptance Model. We used Partial Least Squares Structural Equation Modeling to analyse our data. RESULTS Seventy-two older adults participated with a mean age of 65.1 years (SD = 7.0). Our results show that first, perceived ease of use affected use of the service (use duration: β = 0.303, R2 = 0.130, and use frequency: β = 0.304, R2 = 0.107). Second, perceived usefulness affected the intention to continue using the service (β = 0.754, R2 = 0.640). Third, use of the service did not predict the intention to continue using it. Furthermore, enjoyment affected perceived usefulness (β = 0.783, R2 = 0.563) and aesthetics affected perceived ease of use (β = 0.634, R2 = 0.652). CONCLUSIONS This study refutes the expected relation between use and intention to continue use a gamified eHealth service. Additionally, we learned that using theoretical approaches focusing on technology acceptance, are not suitable for explaining (continued) use of gamified eHealth services.
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Affiliation(s)
- Marian Zm Hurmuz
- eHealth Department, Roessingh Research and Development, Enschede, The Netherlands
| | | | - Hermie J Hermens
- Biomedical Signal and Systems Group, 3230University of Twente, Enschede, The Netherlands
| | - Lex van Velsen
- Biomedical Signal and Systems Group, 3230University of Twente, Enschede, The Netherlands
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Huang G, Sun M, Jiang LC. Core social network size is associated with physical activity participation for fitness app users: The role of social comparison and social support. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107169] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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28
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A Game-Based Learning Approach in Digital Design Course to Enhance Students’ Competency. INFORMATION 2022. [DOI: 10.3390/info13040177] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023] Open
Abstract
Digital Design is a laboratory course, and the educator must focus on the students’ need to know why they study the theory and mainly on the transition from knowledge-based learning to competency-based learning. This study consists of five surveys that were conducted during 2017–2021. First, we evaluated students’ learning outcomes in order to define possible learning problems. According to the literature, gamification can have a positive impact on students’ motivation and learning outcomes. Therefore, we used ready-made digital games in order to evaluate students’ satisfaction and willingness toward their integration in the educational process. This process was repeated in the next academic year. The feedback we received from the previous surveys has helped us to adapt to the new approaches of teaching due to the current pandemic caused by COVID-19. We proposed an online holistic environment based on Keller’s (1987) ARCS model and Malone’s (1981) motivational model, which was applied in distance learning. Each student participated in a student-centered learning experience. He took an active role and was self-manager of his learning process. He was given the opportunity to develop capabilities and strategies through practice and engagement in higher-order cognitive activities, acquire self-learning skills, learn how to solve problems, and participate in teamwork. This study’s innovation is that students experienced a combination of learning approaches: (a) a virtual lab consisting of simulation-based activities, which allowed students to access new laboratory experiences, (b) a project-based digital game without a processor, which developed their motivation, creativity, and hands-on ability, as opposed to the other relevant studies that use ready-made games, and (c) asynchronous videos as feedback, which ensured the educator’s emotional support and social presence. Finally, this study developed research to evaluate the effectiveness of this online holistic environment and used a questionnaire, which was created based on Keller’s Instructional Materials Motivation Survey tool. The results showed that its integration in distance learning is probable to motivate students to learn and affect positively their attention, relevance, confidence, and satisfaction.
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Oc Y, Plangger K. GIST do it! How motivational mechanisms help wearable users develop healthy habits. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107089] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
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30
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Su Z, Zeng C. The Effects of Health Consideration on Exergaming Behavior in College Students: A Structural Equation Perspective. RESEARCH QUARTERLY FOR EXERCISE AND SPORT 2022; 93:96-104. [PMID: 32897840 DOI: 10.1080/02701367.2020.1801970] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/29/2019] [Accepted: 07/21/2020] [Indexed: 06/11/2023]
Abstract
Purpose: Exergaming play is associated with positive health benefits and increased engagement in physical activity outcomes in players. Research also indicates that factors such as enjoyment and entertainment drive users' exergame activities. However, despite advances in the area, little is known about whether health consideration and physical activity impact college students' exergaming behavior. Method: A cross-sectional online survey of open-ended and fixed questions was completed by 403 college students (Mage = 20.02, SD = 2.3; Range: 17-35; 73.2% female) from a large southwestern university. Descriptive analyses and structural equation modeling techniques were used to draw insights from the data. Results: Among the participants, nearly 87.6% of them reported participating in exergaming behavior. Both measurement and structural models showed good model fits. Health consideration (Std.β = .30, p < .01) and leisure-time physical activity (Std.β = .28, p < .01) were positively associated with exergaming behavior while health consideration was not significantly associated with leisure-time physical activity (Std.β = .05, p = .38). The mediation analysis revealed that the indirect effect from health consideration to exergaming behavior through leisure-time physical activity was not statistically significant (Std.β = .01, p = .38). Leisure-time physical activity could not mediate the relationship between health consideration and exergaming behavior. Conclusions: By pointing out the important role of health consideration and physical activity in college students' exergaming play, findings of this study can help exergame developers and gamification interventionists to design more effective programs and, in turn, facilitate positive intervention outcomes.
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Affiliation(s)
- Zhaohui Su
- University of Texas Health Science Center at San Antonio
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Leach CR, Hudson SV, Diefenbach MA, Wiseman KP, Sanders A, Coa K, Chantaprasopsuk S, Stephens RL, Alfano CM. Cancer health self-efficacy improvement in a randomized controlled trial. Cancer 2022; 128:597-605. [PMID: 34668569 PMCID: PMC9930867 DOI: 10.1002/cncr.33947] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/25/2021] [Revised: 06/21/2021] [Accepted: 08/30/2021] [Indexed: 02/06/2023]
Abstract
BACKGROUND eHealth interventions can help cancer survivors self-manage their health outside the clinic. Little is known about how best to engage and assist survivors across the age and cancer treatment spectra. METHODS The American Cancer Society conducted a randomized controlled trial that assessed efficacy of, and engagement with, Springboard Beyond Cancer, an eHealth self-management program for cancer survivors. Intent-to treat analyses assessed effects of intervention engagement for treatment (on-treatment vs completed) overall (n = 176; 88 control, 88 intervention arm) and separately by age (<60 years vs older). Multiple imputation was used to account for participants who were lost to follow-up (n = 41) or missing self-efficacy data (n = 1) at 3 months follow-up. RESULTS Self-efficacy for managing cancer, the primary outcome of this trial, increased significantly within the intervention arm and for those who had completed treatment (Cohen's d = 0.26, 0.31, respectively). Additionally, participants with moderate-to-high engagement in the text and/or web intervention (n = 30) had a significantly greater self-efficacy for managing cancer-related issues compared to the control group (n = 68), with a medium effect size (Cohen's d = 0.44). Self-efficacy did not differ between the intervention and control arm at 3 months post-baseline. CONCLUSIONS Study results suggest that cancer survivors benefit variably from eHealth tools. To maximize effects of such tools, it is imperative to tailor information to a priori identified survivor subgroups and increase engagement efforts.
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Bojd B, Song X, Tan Y, Yan X. Gamified Challenges in Online Weight-Loss Communities. INFORMATION SYSTEMS RESEARCH 2022. [DOI: 10.1287/isre.2021.1081] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022]
Abstract
Gamified challenges, one of the most popular features of online weight-loss communities, enable users to set weight-loss goals and compete with other challenge participants via leaderboards. Using the data from a leading online weight-loss community, we study the effect of gamified challenges on the weight-loss outcome. Our findings indicate that participation in gamified challenges has a positive and significant effect on weight loss. We found that, on average, the participants achieved a weight loss of 0.742 kg by participating in at least one challenge a month. We found that effective challenges do not include a numeric weight goal (e.g., lose 5 kg), focus on exercise-only behavioral goals, and have a large active group size. Further, the results show that the absence (presence) of a numeric weight goal benefits users in exercise (diet) challenges. Moreover, a small active group size can help (hurt) users in exercise (diet) challenges. Our results suggest that gamification elements that induce competition should be used with caution in goal-setting environments, especially when gamifying dietary goals. Online weight-loss communities can recommend a useful combination of numeric weight goals, behavioral goals, and an optimal number of participants in each challenge to induce an encouraging level of social comparison.
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Affiliation(s)
- Behnaz Bojd
- Paul Merage School of Business, University of California, Irvine, California 92697
| | - Xiaolong Song
- School of Management Science and Engineering, Dongbei University of Finance and Economics, Dalian 116025, China
| | - Yong Tan
- Michael G. Foster School of Business, University of Washington, Seattle, Washington 98195
| | - Xiangbin Yan
- School of Economics and Management, University of Science and Technology Beijing, Beijing 100083, China
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Kim B, Lee E. What Factors Affect a User’s Intention to Use Fitness Applications? The Moderating Effect of Health Status: A Cross-Sectional Study. INQUIRY: THE JOURNAL OF HEALTH CARE ORGANIZATION, PROVISION, AND FINANCING 2022; 59:469580221095826. [PMID: 35580021 PMCID: PMC9118403 DOI: 10.1177/00469580221095826] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
Objective Fitness applications are becoming a tool for users who want to exercise and diet. This study examines what factors affect users’ intention to use fitness applications and how they depend on users’ health status. Methods An online survey was conducted on 428 potential fitness application users from South Korea. For this study, the extended unified theory of acceptance and use of technology (UTAUT2) was applied, and structural equation models were used for the data analysis. Results The results showed that for potential fitness application users, performance expectancy, effort expectancy, hedonic motivation, and perceived privacy protection were significant variables; however, social influence was insignificant. Factors influencing users’ intention to use fitness applications will vary depending on health status. Conclusion This study provides the following implications for health researchers, fitness application designers, and marketers. When trying to use fitness application, values such as performance expectancy, effort expectancy, hedonic motivation, and perceived privacy protection should be emphasized. In particular, for users with chronic diseases, the performance expectancy of fitness apps is more critical than any other factor.
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Affiliation(s)
- Byongjin Kim
- School of Business and Technology Management, College of Business, Korea Advanced Institute of Science and Technology, Daejeon, Korea
| | - Euehun Lee
- School of Business and Technology Management, College of Business, Korea Advanced Institute of Science and Technology, Daejeon, Korea
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Rui JR, Liu S. How Do Social Network Sites Influence Workout Intentions: A Social Norm Approach. Front Psychol 2021; 12:753189. [PMID: 34887806 PMCID: PMC8648600 DOI: 10.3389/fpsyg.2021.753189] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/04/2021] [Accepted: 10/25/2021] [Indexed: 11/13/2022] Open
Abstract
People share their workout experiences on social network sites (SNSs). The present study examined how perceived exposure to these workout-related SNS posts may affect individuals' engagement in physical activities through perceived descriptive and injunctive norms of workout in their network, and how self-efficacy in workout moderated the effect of perceived descriptive norm on their workout intention, which was measured in general and specific ways. An online survey was conducted with a convenience sample of 807 responses in China. Results show that perceived descriptive norm of workout in one's network mediated the relationship between perceived exposure to workout-related SNS posts and perceived injunctive norm. In addition, self-efficacy in workout moderated the effect of perceived descriptive norm on workout intention-both general and specific-but the normative influence was stronger at a low level of self-efficacy compared to a high level. Furthermore, perceived injunctive norm only predicted the general rather than specific workout intention, suggesting that the perception of most people's approval might not be priority when people consider details about workout. These findings develop the theory of normative social behavior by illustrating the relationship between perceived descriptive and injunctive norm and shed light on the relative strength of the motivating factors of workout in different situations.
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Affiliation(s)
- Jian Raymond Rui
- School of Journalism and Communication, South China University of Technology, Guangzhou, China.,Center for Public Health Risk Surveilance and Information Communication, Guangzhou, China
| | - Shuangqing Liu
- Guangming School of Journalism and Communication, China University of Political Science and Law, Beijing, China
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Whittaker L, Mulcahy R, Russell-Bennett R. ‘Go with the flow’ for gamification and sustainability marketing. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2021. [DOI: 10.1016/j.ijinfomgt.2020.102305] [Citation(s) in RCA: 16] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
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36
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Gamification and online impulse buying: The moderating effect of gender and age. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2021. [DOI: 10.1016/j.ijinfomgt.2020.102267] [Citation(s) in RCA: 28] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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37
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Panattil SJ, George A, Joy MM. The role of informational feedback as a game mechanic on user perceptions, attitudes and the intention to continue using a gamified Health Behaviour Change Support System. Health Mark Q 2021; 39:88-108. [PMID: 34825626 DOI: 10.1080/07359683.2021.1995639] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
Gamification's widespread application across industries has demonstrated its usefulness as a user engagement strategy. In the healthcare sector, the impact of lifestyle diseases has seen the need for modifying health-related behaviours. Health Behaviour Change Support Systems (HBCSS) enhanced with gamification features seek to help users achieve their health related goals. Adapting the Technology Acceptance Model, the role of informational feedback as a game mechanic in influencing perceptions, attitudes and continued usage intentions towards the gamified HBCSS is assessed. The results show a strong influence of attitude towards informational feedback afforded on the continued use intentions of the user.
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Affiliation(s)
- Sebastian Joy Panattil
- School of Management Studies, Cochin University of Science and Technology, Cochin, India
| | - Anoop George
- School of Management Studies, Cochin University of Science and Technology, Cochin, India
| | - Manu Melwin Joy
- School of Management Studies, Cochin University of Science and Technology, Cochin, India
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Jodoi K, Takenaka N, Uchida S, Nakagawa S, Inoue N. Developing an active-learning app to improve critical thinking: item selection and gamification effects. Heliyon 2021; 7:e08256. [PMID: 34765778 PMCID: PMC8571479 DOI: 10.1016/j.heliyon.2021.e08256] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2021] [Revised: 07/23/2021] [Accepted: 10/22/2021] [Indexed: 11/03/2022] Open
Abstract
Critical thinking (CT) is widely recognized as an important skill and attitude in this modern world, but few apps (web-based or installed on devices) have been developed to effectively train it. There is also little research on what kind of content to put into such apps and in what order, if the content is a series of reasoning questions that are intended as CT exercises. Therefore, this research project, consisting of two studies, tries to demonstrate how exercise questions can be presented to learners to sustain their motivation to work on multiple-choice CT questions. In Study 1, question banks were drawn from popular workbooks for CT and verbal reasoning. The questions were ranked in terms of difficulty based on the participation of university students (N = 73). In Study 2, the questions were loaded onto two types of web-based apps: (1) one that sequentially gives multiple-choice questions with immediate feedback and (2) one with minimum gamification of group/individual competition. The experiment to examine the effect of the gamification was conducted (N = 114). Both groups with and without gamification showed improvements in the scores of the pre-/post-tests using comparable questions, but there was no clear effect of gamification. These findings show that an effective CT app can be developed using existing question banks but that the effect of gamification needs further research.
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Affiliation(s)
- Kota Jodoi
- Graduate School of Integrated Sciences for Global Society, Kyushu University, Fukuoka, Japan
| | - Nobu Takenaka
- Faculty of Languages and Cultures, Kyushu University, Fukuoka, Japan
| | - Satoru Uchida
- Faculty of Languages and Cultures, Kyushu University, Fukuoka, Japan
| | - Shiina Nakagawa
- Faculty of Languages and Cultures, Kyushu University, Fukuoka, Japan
| | - Narahiko Inoue
- Faculty of Languages and Cultures, Kyushu University, Fukuoka, Japan
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Fox G, van der Werff L, Rosati P, Takako Endo P, Lynn T. Examining the determinants of acceptance and use of mobile contact tracing applications in Brazil: An extended privacy calculus perspective. J Assoc Inf Sci Technol 2021. [DOI: 10.1002/asi.24602] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Affiliation(s)
- Grace Fox
- Irish Institute of Digital Business Dublin City University Business School Dublin Ireland
| | - Lisa van der Werff
- Irish Institute of Digital Business Dublin City University Business School Dublin Ireland
| | - Pierangelo Rosati
- Irish Institute of Digital Business Dublin City University Business School Dublin Ireland
| | - Patricia Takako Endo
- Programa de Pós‐Graduação em Engenharia de Computação Universidade de Pernambuco Santo Amaro Brazil
| | - Theo Lynn
- Irish Institute of Digital Business Dublin City University Business School Dublin Ireland
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Arora C, Razavian M. Ethics of Gamification in Health and Fitness-Tracking. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2021; 18:ijerph182111052. [PMID: 34769570 PMCID: PMC8583052 DOI: 10.3390/ijerph182111052] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Received: 08/31/2021] [Revised: 10/10/2021] [Accepted: 10/13/2021] [Indexed: 11/23/2022]
Abstract
The use of game-like elements is become increasingly popular in the context of fitness and health apps. While such “gamified” apps hold great potential in motivating people to improve their health, they also come with a “darker side”. Recent work suggests that these gamified health apps raise a number of ethical challenges that, if left unaddressed, are not only morally problematic but also have adverse effects on user health and engagement with the apps. However, studies highlighting the ethical challenges of gamification have also met with criticism, indicating that they fall short of providing guidance to practitioners. In avoiding this mistake, this paper seeks to advance the goal of facilitating a practice-relevant guide for designers of gamified health apps to address ethical issues raised by use of such apps. More specifically, the paper seeks to achieve two major aims: (a) to propose a revised practice-relevant theoretical framework that outlines the responsibilities of the designers of gamified health apps, and (b) to provide a landscape of the various ethical issues related to gamified health apps based on a systematic literature review of the empirical literature investigating adverse effects of such apps.
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Affiliation(s)
- Chirag Arora
- Philosophy and Ethics Section, Eindhoven University of Technology, 5612AE Eindhoven, The Netherlands
- Correspondence:
| | - Maryam Razavian
- Information Systems Group, Eindhoven University of Technology, 5612AE Eindhoven, The Netherlands;
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41
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Cao J, Lim Y, Sengoku S, Guo X, Kodama K. Exploring the Shift in International Trends in Mobile Health Research From 2000 to 2020: Bibliometric Analysis. JMIR Mhealth Uhealth 2021; 9:e31097. [PMID: 34494968 PMCID: PMC8459219 DOI: 10.2196/31097] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/10/2021] [Revised: 07/15/2021] [Accepted: 08/02/2021] [Indexed: 01/17/2023] Open
Abstract
BACKGROUND Smartphones have become an integral part of our lives with unprecedented popularity and a diverse selection of apps. The continuous upgrading of information technology has also enabled smartphones to display great potential in the field of health care. OBJECTIVE We aimed to determine the future research direction of mobile health (mHealth) by analyzing its research trends and latest research hotspots. METHODS This study collected mHealth-related literature published between 2000 and 2020 from the Web of Science database. Descriptive statistics of publication trends of mHealth research were determined by analyzing the annual number of publications in the literature and annual number of publications by country. We constructed visualization network maps of country (or regional) collaborations and author-provided keyword co-occurrences, as well as overlay visualization maps of the average publication year of author-provided keywords to analyze the hotspots and research trends in mHealth research. RESULTS In total, 12,593 mHealth-related research papers published between 2000 and 2020 were found. The results showed an exponential growth trend in the number of annual publications in mHealth literature. JMIR mHealth and uHealth, the Journal of Medical Internet Research, and JMIR Research Protocols were the 3 top journals with respect to number of publications. The United States remained the leading contributor to the literature in this area (5294/12,593, 42.0%), well ahead of other countries and regions. Other countries and regions also showed a clear trend of annual increases in the number of mHealth publications. The 4 countries with the largest number of publications-the United States, the United Kingdom, Canada, and Australia-were found to cooperate more closely. The rest of the countries and regions showed a clear geographic pattern of cooperation. The keyword co-occurrence analysis of the top 100 authors demonstrated 5 clusters, namely, development of mHealth medical technology and its application to various diseases, use of mHealth technology to improve basic public health and health policy, mHealth self-health testing and management in daily life, adolescent use of mHealth, and mHealth in mental health. The research trends revealed a gradual shift in mHealth research from health policy and improving public health care to the development and social application of mHealth technologies. CONCLUSIONS To the best of our knowledge, the most current bibliometric analysis dates back to 2016. However, the number of mHealth research published between 2017 and 2020 exceeds the previous total. The results of this study shed light on the latest hotspots and trends in mHealth research. These findings provide a useful overview of the development of the field; they may also serve as a valuable reference and provide guidance for researchers in the digital health field.
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Affiliation(s)
- Jianfei Cao
- Graduate School of Technology Management, Ritsumeikan University, Ibaraki, Japan
| | - Yeongjoo Lim
- Department of Business Administration, Ritsumeikan University, Ibaraki, Japan
| | - Shintaro Sengoku
- Department of Innovation Science, Tokyo Institute of Technology, Tokyo, Japan
| | - Xitong Guo
- Institute at School of Management, Harbin Institute of Technology, Harbin, China
| | - Kota Kodama
- Graduate School of Technology Management, Ritsumeikan University, Ibaraki, Japan
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42
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Yang H, Li D. Understanding the dark side of gamification health management: A stress perspective. Inf Process Manag 2021. [DOI: 10.1016/j.ipm.2021.102649] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
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43
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Friel CP, Cornelius T, Diaz KM. Factors associated with long-term wearable physical activity monitor user engagement. Transl Behav Med 2021; 11:262-269. [PMID: 31671174 DOI: 10.1093/tbm/ibz153] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/14/2022] Open
Abstract
Wearable physical activity monitors (PAMs) have potential to positively influence physical activity. However, high rates of disengagement have been reported, which dampens enthusiasm, as these devices are unlikely to impact habitual physical activity if they are not worn for a sustained period of time. The purpose of this study was to identify demographic and device-use characteristics (e.g., data sharing) associated with sustained device engagement. Current PAM users (n = 418; mean age: 35.0 ± 12.5; 78% female) from across the USA were recruited online and completed a baseline web-based survey in 2015-2016 comprising questions about demographics and device use. Participants were followed-up again in 2017, at which time they reported whether or not they still used a PAM. Sustained PAM engagement was defined as those who continued use at follow-up. The median follow-up time was 15.5 (±3.7) months. In fully adjusted models, the following were significantly associated with long-term engagement: age (odds ratio [OR]: 1.03; 95% confidence interval [CI]: 1.01-1.05, p = .014), Hispanic ethnicity (OR: 3.67; 95% CI: 1.20-11.26, p = .023), running as a preferred exercise (OR: 1.82; 95% CI: 1.02-3.24, p = .043), wanting to monitor health variables as a reason for choosing to use a PAM (OR: 1.73; 95% CI: 1.02-2.92, p = .042), and sharing data from the PAM publicly on social media (e.g., Facebook and Twitter; OR: 5.11; 95% CI: 1.64-15.93, p = .005). A number of sociodemographic and use characteristics were associated with sustained device use over a median follow-up of 1.3 years. One modifiable factor that may lead to longer device engagement is encouraging users to share data publicly.
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Affiliation(s)
- Ciarán P Friel
- Department of Biobehavioral Sciences, Teachers College, Columbia University, New York, NY, USA.,Center for Behavioral Cardiovascular Health, Columbia University Medical Center, New York, NY, USA
| | - Talea Cornelius
- Center for Behavioral Cardiovascular Health, Columbia University Medical Center, New York, NY, USA
| | - Keith M Diaz
- Center for Behavioral Cardiovascular Health, Columbia University Medical Center, New York, NY, USA
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Forman EM, Manasse SM, Dallal DH, Crochiere RJ, Berry MP, Butryn ML, Juarascio AS. Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program. Transl Behav Med 2021; 11:1015-1022. [PMID: 32945860 DOI: 10.1093/tbm/ibaa091] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/05/2023] Open
Abstract
A major contributor to the obesity epidemic is the overconsumption of high-calorie foods, which is partly governed by inhibitory control, that is, the ability to override pre-prepotent impulses and drives. Computerized inhibitory control trainings (ICTs) have demonstrated qualified success at affecting real-world health behaviors, and at improving weight loss, particularly when repeated frequently over an extended duration. It has been proposed that gamification (i.e., incorporating game-like elements such as a storyline, sounds, graphics, and rewards) might enhance participant interest and thus training compliance. Previous findings from a mostly female sample did support this hypothesis; however, it might be expected that the effects of gamification differ by gender such that men, who appear more motivated by gaming elements, stand to benefit more from gamification. The present study evaluated whether gender moderated the effect of a gamified ICT on weight loss. Seventy-six overweight individuals received a no-sugar-added dietary prescription and were randomized to 42 daily and 2 weekly ICTs focused on sweet foods that were either gamified or nongamified. Results supported the hypothesis that gamification elements had a positive effect on weight loss for men and not women (p = .03). However, mechanistic hypotheses for the moderating effect (in terms of enjoyment, compliance, and improvements in inhibitory control) were generally not supported (p's > .20). These results suggest that gamification of ICTs may boost weight loss outcomes for men and not women, but further research is needed to determine the specific mechanisms driving this effect and to arrive at gamification elements that enhance effects for both men and women.
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Affiliation(s)
- Evan M Forman
- Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA
| | - Stephanie M Manasse
- Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA
| | - Diane H Dallal
- Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA
| | - Rebecca J Crochiere
- Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA
| | - Michael P Berry
- Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA
| | - Meghan L Butryn
- Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA
| | - Adrienne S Juarascio
- Center for Weight, Eating, and Lifestyle Sciences (WELL Center), Drexel University, Philadelphia, PA, USA
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Wang T, Fan L, Zheng X, Wang W, Liang J, An K, Ju M, Lei J. The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach. J Med Internet Res 2021; 23:e24546. [PMID: 34387550 PMCID: PMC8391751 DOI: 10.2196/24546] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/24/2020] [Revised: 12/09/2020] [Accepted: 07/13/2021] [Indexed: 01/08/2023] Open
Abstract
Background Continued use of mHealth apps can achieve better effects in health management. Gamification is an important factor in promoting users’ intention to continue using mHealth apps. Past research has rarely explored the factors underlying the continued use of mobile health (mHealth) apps and gamification’s impact mechanism or path on continued use. Objective This study aimed to explore the factors influencing mHealth app users’ intention to continue using mHealth apps and the impact mechanism and path of users’ feelings induced by gamification on continued mHealth app use. Methods First, based on the expectation confirmation model of information system continuance, we built a theoretical model for continued use of mHealth apps based on users’ feelings toward gamification. We used self-determination theory to analyze gamification’s impact on user perceptions and set the resulting feelings (competence, autonomy, and relatedness) as constructs in the model. Second, we used the survey method to validate the research model, and we used partial least squares to analyze the data. Results A total of 2988 responses were collected from mHealth app users, and 307 responses were included in the structural equation model after passing the acceptance criteria. The intrinsic motivation for using mHealth apps is significantly affected by autonomy (β=.312; P<.001), competence (β=.346; P<.001), and relatedness (β=.165; P=.004) induced by gamification. The intrinsic motivation for using mHealth apps has a significant impact on satisfaction (β=.311, P<.001) and continuance intention (β=.142; P=.045); furthermore, satisfaction impacts continuance intention significantly (β=.415; P<.001). Confirmation has a significant impact on perceived usefulness (β=.859; P<.001) and satisfaction (β=.391; P<.001), and perceived usefulness has a significant impact on satisfaction (β=.269; P<.001) and continuance intention (β=.273; P=.001). The mediating effect analysis showed that in the impact path of the intrinsic motivation for using the mHealth apps on continuance intention, satisfaction plays a partial mediating role (β=.129; P<.001), with a variance accounted for of 0.466. Conclusions This study explored the impact path of users’ feelings induced by gamification on the intention of continued mHealth app use. We confirmed that perceived usefulness, confirmation, and satisfaction in the classical continued use theory for nonmedical information systems positively affect continuance intention. We also found that the path and mechanism of users' feelings regarding autonomy, competence, and relatedness generated during interactions with different gamification elements promote the continued use of mHealth apps.
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Affiliation(s)
- Tong Wang
- Department of Medical Informatics, School of Public Health, Jilin University, Changchun, China
| | - Lingye Fan
- Department of Obstetrics and Gynecology, Affiliated Hospital, Southwest Medical University, Luzhou, China
| | - Xu Zheng
- Peking University Third Hospital, Beijing, China
| | - Wei Wang
- Department of Medical Informatics, School of Public Health, Jilin University, Changchun, China
| | - Jun Liang
- IT Center, Second Affiliated Hospital, School of Medicine, Zhejiang University, Hangzhou, China
| | - Kai An
- Peking University Third Hospital, Beijing, China
| | - Mei Ju
- School of Nursing, Southwest Medical University, Luzhou, China
| | - Jianbo Lei
- Institute of Medical Technology, Health Science Center, Peking University, Beijing, China.,Center for Medical Informatics, Health Science Center, Peking University, Beijing, China.,School of Medical Informatics and Engineering, Southwest Medical University, Luzhou, China
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46
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Exploring the competing influences of privacy concerns and positive beliefs on citizen acceptance of contact tracing mobile applications. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106806] [Citation(s) in RCA: 28] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022]
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47
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Yang H, Li D. Exploring the inverted-U relationship between gamification achievement and health management performance. COMPUTERS IN HUMAN BEHAVIOR 2021. [DOI: 10.1016/j.chb.2021.106805] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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48
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Gimenez‐Fernandez E, Abril C, Breuer H, Gudiksen S. Gamification approaches for open innovation implementation: A conceptual framework. CREATIVITY AND INNOVATION MANAGEMENT 2021. [DOI: 10.1111/caim.12452] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Affiliation(s)
| | - Carmen Abril
- Faculty of Economics and Business Complutense University Madrid Spain
| | - Henning Breuer
- Communication and Management HMKW University of Applied Sciences for Media Berlin Germany
| | - Sune Gudiksen
- Design and Innovation Department Design School Kolding Denmark
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Oliveira Jordao do Amaral I, Kang M. Gamification effects on users' motivation to contribute knowledge in a Portuguese Q&A community. ASLIB J INFORM MANAG 2021. [DOI: 10.1108/ajim-10-2020-0340] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
PurposeThis research investigates the detailed mechanisms of how gamification affordances influence intrinsic and internalized extrinsic motivation and ultimately improve the quality and quantity of knowledge contribution.Design/methodology/approachSurvey responses from 154 users of Stack Overflow in Portuguese were analyzed by the partial least squares–structural equation modeling approach to validate the research model.FindingsChallenge and goal setting influence individuals to reach the flow state, which increases the quantity of knowledge contribution. Rewards enhance the quality of knowledge contribution through perceived self-worth. Social comparison increases perceived reputation, but its impact does not ultimately lead to knowledge contribution.Originality/valueThe current study differentiated types of motivation and dimensions of knowledge contribution when exploring the effects of gamification affordances. This perspective was proven helpful to understand the various gamification affordances' influence on knowledge contribution.
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Understanding FinTech Platform Adoption: Impacts of Perceived Value and Perceived Risk. JOURNAL OF THEORETICAL AND APPLIED ELECTRONIC COMMERCE RESEARCH 2021. [DOI: 10.3390/jtaer16050106] [Citation(s) in RCA: 23] [Impact Index Per Article: 7.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/16/2023]
Abstract
FinTech platforms are one of the most important elements in the rapidly digitized world’s economy. This study investigates the factors that affected individuals’ acceptance of FinTech services, especially on internet wealth management platforms. The current research extends the unified theory of acceptance and use of technology (UTAUT) published by MIS Quarterly with integrated financial consumption attributes (i.e., perceived value and perceived risk) alongside the core construct of UTAUT. Data were collected from an established survey company. The empirical results indicate that perceived value, perceived risk, and social influence are strongly related to individuals’ FinTech adoption intention, whereas performance expectancy, effort expectancy, and perceived risk affect individuals’ perceived value, which in turn influences adoption intention. The proposed FinTech adoption model could contribute to information technology (IT) adoption research by extending the UTAUT in which individuals’ performance expectancy and effort expectancy affect their adoption intention indirectly through perceived value. Finally, the implications of the proposed new model for future research and FinTech practice are discussed.
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