Compete with Me? The Impact of Online Gamified Competition on Exercise Behavior
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Published:2023
Issue:3
Volume:24
Page:912-935
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ISSN:1536-9323
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Container-title:Journal of the Association for Information Systems
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language:en
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Short-container-title:JAIS
Author:
Yang Yang, ,Goh Khim Yong,Teo Hock Hai,Tan Sharon S. L., , ,
Abstract
Online gamified competition utilizes competition as a core gamification design element with
affordances from wearables and mobile applications to track competitive activities and visualize
information in an integrated way to shape users’ exercise behaviors. However, a clear understanding of
how online gamified competition cultivates exercise behaviors in different types of individuals is still
lacking. We take into account the individual differences in exercise behaviors and categorize exercisers
into three groups (active, moderate, and inactive) based on an adapted recency, frequency, and
monetary value framework using key exercise behavior metrics. Theorizing online gamified
competition as a means of social and temporal self-comparison, we examine the effect of performance
feedback from two distinct modes of comparison (performance rankings and performance gap), and
participants’ relationships with their social comparison referents (i.e., rivalry intensity), on the exercise
behaviors of different exerciser groups. Our results reveal that online gamified competition has
differential effects on exercise behaviors across different exerciser groups. Specifically, we find that
positive performance improvements are more motivational for active and moderate exercisers, while
performance deterioration relative to historical exercise performance level is more discouraging for
inactive exercisers. Performance rankings exhibit a more salient effect for moderate and inactive
exercisers, and rivalry intensity has a stronger positive effect on active exercisers’ exercise behavior.
The strengthening effect of awareness affordances in mobile fitness apps is more notable with regard
to the impact of rivalry intensity on moderate and inactive exercisers. We derive theoretical and
practical implications of gamified information systems that use competition as a core design element
for shaping the exercise behavior of individuals in different exerciser groups.
Publisher
Association for Information Systems
Subject
Computer Science Applications,Information Systems
Cited by
1 articles.
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