El poder motivador de las aplicaciones móviles gamificadas de ejercicio físico

##plugins.themes.bootstrap3.article.main##

##plugins.themes.bootstrap3.article.sidebar##

Publicado 31-05-2023
Paula Bitrián
Isabel Buil
Sara Catalán

Resumen

Este estudio analiza cómo la gamificación motiva a los usuarios de aplicaciones móviles gamificadas de deporte y mejora su salud. Se analizaron los datos de 276 usuarios de Fitbit mediante un modelo de ecuaciones estructurales.  Los resultados mostraron que las necesidades de competencia y autonomía se ven satisfechas cuando las aplicaciones de ejercicio incluyen elementos de juego orientados al logro y la progresión, mientras que la necesidad de relación se ve cubierta cuando la aplicación móvil incluye elementos sociales, de inmersión y orientados al logro y la progresión. Los resultados también revelaron que las aplicaciones de ejercicio deberían satisfacer las necesidades de competencia y relación para desarrollar la motivación intrínseca en los individuos, lo que a su vez conduce a una mayor percepción de salud física, mental y social. Estas conclusiones ofrecen información a los diseñadores y desarrolladores de este tipo de aplicaciones móviles.

Cómo citar

Bitrián, P., Buil, I., & Catalán, S. (2023). El poder motivador de las aplicaciones móviles gamificadas de ejercicio físico. Cuadernos De Gestión, 23(2), 21–36. https://doi.org/10.5295/cdg.211629pb
Abstract 218 | PDF (English) Downloads 70

##plugins.themes.bootstrap3.article.details##

Keywords

Gamificación, Aplicaciones Móviles, Salud, Necesidades Psicológicas, Motivación

References
Antolín-Prieto, R., Ruiz-Lacaci, N., & Reyes-Menéndez, A. (2021). KPIs for Mobile Apps and Digital Data Management in Healthcare. In Management and Marketing for Improved Competitiveness and Performance in the Healthcare Sector (pp. 238-265). IGI Global.
Attig, C., & Franke, T. (2019). I track, therefore I walk–Exploring the motivational costs of wearing activity trackers in actual users. International Journal of Human-Computer Studies, 127, 211-224. https://doi.org/10.1016/j.ijhcs.2018.04.007
Attig, C., & Franke, T. (2020). Abandonment of personal quantification: A review and empirical study investigating reasons for wearable activity tracking attrition. Computers in Human Behavior, 102, 223-237. https://doi.org/10.1016/j.chb.2019.08.025
Baumeister, R. F., & Leary M. R. (1995). The need to belong: desire for interpersonal attachments as a fundamental human motivation. Psychological Bulletin, 117(3), 497-529.
Cechetti, N. P., Bellei E. A., Biduski D., Rodriguez, J. P. M., Roman, M. K., & De Marchi, A. C. B. (2019). Developing and implementing a gamification method to improve user engagement: A case study with an m-Health application for hypertension monitoring. Telematics and Informatics, 41, 126-138. https://doi.org/10.1016/j.tele.2019.04.007 de Charms, R. (1968). Personal Causation. New York: Academic.
Deci, E., Ryan, R., & Williams, G. (1996). Need satisfaction and the self-regulation of learning. Learning and Individual Differences, 8(3), 165-183.
Deci, E., & Ryan, R. (2000). The ‘what’ and ‘why’ of goal pursuits: Human needs and the self-determination of behaviour. Psychological Inquiry, 11(4), 227-268.
Deci, E. L., & Ryan, R. M. (2008). Facilitating optimal motivation and psychological well-being across life’s domains. Canadian Psychology, 49(1), 14-23.
Deci, E., & Ryan, R. (2015). Self-Determination Theory. In International Encyclopedia of the Social and Behavioral Sciences (2nd ed., pp. 486-491).
Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011). From game design elements to gamefulness: Defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15).
Edmunds, J., Ntoumanis, N., & Duda, J. L. (2007). Adherence and well-being in overweight and obese patients referred to an exercise on prescription scheme: A self-determination theory perspective. Psychology of Sport and Exercise, 8(5), 722-740. https://doi.org/10.1016/j.psychsport.2006.07.006
Eisingerich, A. B., Marchand, A., Fritze, M. P., & Dong, L. (2019). Hook vs. hope: How to enhance customer engagement through gamification. International Journal of Research in Marketing, 36(2), 200-215. https://doi.org/10.1016/j.ijresmar.2019.02.003
Feng, W., Tu, R., & Hsieh, P. (2020). Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements. Journal of Retailing and Consumer Services, 57(1), 102229. https://doi.org/10.1016/j.jretconser.2020.102229
Feng, Y., Ye, H. J., Yu, Y., Yang, C., & Cui, T. (2018). Gamification artifacts and crowdsourcing participation: Examining the mediating role of intrinsic motivations. Computers in Human Behavior, 81, 124-136. https://doi.org/10.1016/j.chb.2017.12.018
Giannakis, K., Chorianopoulos, K., & Jaccheri, L. (2013). User requirements for gamifying sports software. In 2013 3rd International Workshop on Games and Software Engineering: Engineering Computer Games to Enable Positive, Progressive Change (GAS) (pp. 22-26). IEEE.
Grand View Research (2022). Fitness App Market Size, Share & Trends Analysis Report By Type (Exercise & Weight Loss, Diet & Nutrition, Activity Tracking), By Platform (Android, iOS), By Device, By Region, And Segment Forecasts, 2022 – 2030. Available at: https://www.grandviewresearch.com/industry-analysis/fitness-app-market (accessed 28 February 2022)
González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & Marrero-Gordillo, N. (2016). Learning healthy lifestyles through active videogames, motor games and the gamification of educational activities. Computers in Human Behavior, 55,529-551. https://doi.org/10.1016/j.chb.2015.08.052
Guay, F., Vallerand, R. J., & Blanchard, C. (2000). On the assessment of situational intrinsic and extrinsic motivation: The Situational Motivation Scale (SIMS). Motivation and Emotion, 24(3), 175-213. https://doi.org/10.1023/A:1005614228250
Hair, J., Hollingsworth, C. L., Randolph, A. B., & Chong, A. Y. L. (2017). An updated and expanded assessment of PLS-SEM in information systems research. Industrial Management and Data Systems, 117(3), 442-458. https://doi.org/10.1108/IMDS-04-2016-0130
Hair, J. F., Sarstedt, M., Ringle, C. M., & Gundergan, P. (2018). Advanced Issues in Partial Least Squares Structural Equation Modeling. Los Angeles: SAGE.
Hair, J. F., Ringle, C. M., & Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet. Journal of Marketing Theory and Practice, 19(2), 139-152. http://dx.doi.org/10.2753/MTP1069-6679190202
Hamari, J., Koivisto, J., & Sarsa H. (2014). Does Gamification Work? – A Literature Review of Empirical Studies on Gamification. In HICSS, 14, 3025-3034.
Hamari, J., & Koivisto, J. (2013). Social motivations to use gamification: an empirical study of gamifying exercise. In Proceedings of the 21st European Conference on Information System.
Hamari, J., & Koivisto, J. (2015). Working out for likes: An empirical study on social influence in exercise gamification. Computers in Human Behavior, 50, 333-347. https://doi.org/10.1016/j.chb.2015.04.018
Harris, M. A. (2019). Maintenance of behaviour change following a community-wide gamification based physical activity intervention. Preventive Medicine Reports, 13, 37-40. https://doi.org/10.1016/j.pmedr.2018.11.009
Hassan, L., Dias, A., & Hamari J. (2019). How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking. International. Journal of Information Management, 46, 151-162. https://doi.org/10.1016/j.ijinfomgt.2018.12.004
Hassan, L., Xi, N., Gurkan, B., Koivisto, J., & Hamari, J. (2020). Gameful self-regulation: A study on how gamified self-tracking features evoke gameful experiences. In Proceedings of the 53rd Hawaii International Conference on System Sciences.
Henseler, J., Ringle, C. M., & Sinkovics, R. R. (2009). The use of partial least squares path modeling in international marketing. In New challenges to international marketing. Emerald Group Publishing Limited.
Ho, S.S., Lwin, M. O., Sng, J. R., & Yee, A. Z. (2017). Escaping through exergames: Presence, enjoyment, and mood experience in predicting children’s attitude toward exergames. Computers in Human Behavior, 72, 381-389. https://doi.org/10.1016/j.chb.2017.03.001
Hu, L. T., & Bentler, P. M. (1999). Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives. Structural Equation Modeling: A Multidisciplinary Journal, 6(1), 1-55. https://doi.org/10.1080/10705519909540118
Huang, H. C., Pham, T. T. L., Wong, M. K., Chiu, H. Y., Yang, Y. H., & Teng, C. I. (2018). How to create flow experience in exergames? Perspective of flow theory. Telematics and Informatics, 35(5), 1288-1296. https://doi.org/10.1016/j.tele.2018.03.001
Jang, S., Kitchen, PJ., & Kim, J. (2018). The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses. Journal of Business Research, 92, 250-259. https://doi.org/10.1016/j.jbusres.2018.07.056
Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106. https://doi.org/10.1016/j.invent.2016.10.002
Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons.
Kari, T., Piippo, J., Frank, L., Makkonen, M., & Moilanen, P. (2016). To gamify or not to gamify?: Gamification in exercise applications and its role in impacting exercise motivation. In BLED 2016: Proceedings of the 29th Bled eConference Digital Economy.
Kaczmarek, L. D., Misiak, M., Behnke, M., Dziekan, M., & Guzik, P. (2017). The Pikachu effect: Social and health gaming motivations lead to greater benefits of Pokémon GO use. Computers in Human Behavior, 75, 356-363.
Kim, K., Schmierbach, M. G., Chung, M. Y., Fraustino, J. D., Dardis, F., & Ahern, L. (2015). Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment. Computers in Human Behavior, 48, 695-705. https://doi.org/10.1016/j.chb.2015.02.011
Kock, N. (2014). One-tailed or two-tailed P values in PLS-SEM? International Journal of E-Collaboration (IJeC), 11(2), 1-7.
Kock, N. (2015). Common Method Bias in PLS-SEM: a full collinearity assessment approach. International Journal of E-Collaboration, 11(4), 1–10. DOI: 10.4018/ijec.2015100101
Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. https://doi.org/10.1016/j.chb.2014.03.007
Koivisto, J., & Hamari, J. (2019a). The rise of motivational information systems: A review of gamification research. International Journal of Information Management, 45, 191-210. https://doi.org/10.1016/j.ijinfomgt.2018.10.013
Koivisto, J., & Hamari, J. (2019b). Gamification of physical activity: A systematic literature review of comparison studies. In 3rd International GamiFIN Conference, GamiFIN 2019 (pp. 106-117).
Koivisto, J., Malik, A., Gurkan, B., & Hamari, J. (2019). Getting healthy by catching them all: A study on the relationship between player orientations and health benefits in an augmented reality game. In Proceedings of the 52nd Annual Hawaii International Conference on System Sciences (HICSS).
Li, B. J., & Lwin, M. O. (2016). Player see, player do: Testing an exergame motivation model based on the influence of the self avatar. Computers in Human Behavior, 59, 350-357. https://doi.org/10.1016/j.chb.2016.02.034
Liu, T., & Lipowski, M. (2021). Sports gamification: Evaluation of its impact on learning motivation and performance in higher education. International Journal of Environmental Research and Public Health, 18(3), 1267.
Lunney, A., Cunningham, N. R., & Eastin, M. S. (2016). Wearable fitness technology: A structural investigation into acceptance and perceived fitness outcomes. Computers in Human Behavior, 65, 114-120. https://doi.org/10.1016/j.chb.2016.08.007
Matallaoui, A., Koivisto, J., Hamari, J., & Zarnekow, R. (2017). How effective is “exergamification”? A systematic review on the effectiveness of gamification features in exergames. In Proceedings of the 50th Hawaii International Conference on System Sciences.
Mitchell, R., Schuster, L., & Jin, H. S. (2020). Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun? Journal of Business Research, 106, 323-330. https://doi.org/10.1016/j.jbusres.2018.11.022
Neys, J., Jansz, J., & Tan, E. (2014). Exploring persistence in gaming: The role of self-determination and social identity. Computers in Human Behavior, 37, 196–209. https://doi.org/10.1016/j.chb.2014.04.047
Ng. J., Ntoumanis, N., Thogersen-Ntoumani, C., Deci, E., Ryan, R., Duda, J., & Williams, G. (2012). Self-determination theory applied to health contexts: A meta-analysis. Perspectives on Psychological Science, 7(4), 325-340. https://doi.org/10.1177/1745691612447309
Pasco, D., Roure, C., Kermarrec, G., Pope, Z., & Gao, Z. (2017). The effects of a bike active video game on players’ physical activity and motivation. Journal of Sport and Health Science, 6(1), 25-32. https://doi.org/10.1016/j.jshs.2016.11.007
Peng, W., Lin, J., Pfeiffer, K., & Winn, B. (2012). Need satisfaction supportive game features as motivational determinants: An experimental study of a selfdetermination theory guided exergame. Media Psychology, 15, 175-196. https://doi.org/10.1080/15213269.2012.673850
Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. P. (2003). Common Method Biases in Behavioral Research: A Critical Review of the Literature and Recommended Remedies. Journal of Applied Psychology, 88(5), 879–903. https://doi.org/10.1037/0021-9010.88.5.879
Quintas, A., Bustamante, J. C., Pradas, F., & Castellar, C. (2020). Psychological effects of gamified didactics with exergames in Physical Education at primary schools: Results from a natural experiment. Computers & Education, 152, 103874, https://doi.org/10.1016/j.compedu.2020.103874
Reyes-Menéndez, A., Saura, J. R., & Palos-Sánchez, P. (2020). Identifying key performance indicators for marketing strategies in mobile applications: A systematic literature review. International Journal of Electronic Marketing and Retailing, 11(3), 259-277. https://dx.doi.org/10.1504/IJEMR.2020.108126
Ringle, C., Wende, S., & Becker, J. (2015). SmartPLS 3. SmartPLS GmbH, Bönningstedt.
Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. American Psychologist, 55, 68–78.
Ryan, R., Rigby, C., & Przybylski A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360. https://doi.org/10.1007/s11031-006-9051-8
Sailer, M., Hense, J., Mandl, J., & Klevers, M. (2013). Psychological perspectives on motivation through gamification. Interaction Design and Architecture Journal, 19, 28-37.
Sailer, M., Hense, J., Mayr, S., & Mandl, H. (2017). How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction. Computers in Human Behavior, 69, 371-380. https://doi.org/10.1016/j.chb.2016.12.033
Sardi, L., Idri, A., & Fernández-Alemán, J. L. (2017). A systematic review of gamification in e-Health. Journal of Biomedical Informatics, 71, 31-48. https://doi.org/10.1016/j.jbi.2017.05.011
Saura, J. R., Palos-Sánchez, P. R., & Reyes-Menéndez, A. (2017). Marketing a través de aplicaciones móviles de turismo (m-tourism): un estudio exploratorio. International Journal of World of Tourism, 4(8), 45-56. https://doi.org/10.12795/IJWT
Seaborn, K., & Fels, D. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14-31. https://doi.org/10.1016/j.ijhcs.2014.09.006
Sebire, S. J., Jago, R., Fox, K. R., Edwards, M. J., & Thompson, J. L. (2013). Testing a self-determination theory model of children’s physical activity motivation: a cross-sectional study. International Journal of Behavioral Nutrition and Physical Activity, 10(1), 1-9. https://doi.org/10.1186/1479-5868-10-111
Smeddinck, J. D., Herrlich, M., Wang, X., Zhang, G., & Malaka, R. (2019). Work hard, play hard: How linking rewards in games to prior exercise performance improves motivation and exercise intensity. Entertainment Computing, 29, 20-30, https://doi.org/10.1016/j.entcom.2018.10.001
Spil, T., Sunyaev, A., Thiebes, S., & Van Baalen, R. (2017). The adoption of wearables for a healthy lifestyle: can gamification help? In Proceedings of the 50th Hawaii International Conference on System Sciences.
Standage, M., Duda, J.L., & Ntoumanis, N. (2005). A test of self-determination theory in school physical education. British Journal of Educational Psychology, 75(3), 411-433.
Statista (2021). Most popular health and fitness apps in U.S. 2018, by users. Available at: https://www.statista.com/statistics/650748/healthfitness-app-usage-usa/ (accessed 29 June 2021).
Stiglbauer, B., Weber, S., & Batinic, B. (2019). Does your health really benefit from using a self-tracking device? Evidence from a longitudinal randomized control trial. Computers in Human Behavior, 94, 131-139. https://doi.org/10.1016/j.chb.2019.01.018
Stragier, J., Abeele, M. V., Mechant, P., & De Marez, L. (2016). Understanding persistence in the use of online fitness communities: comparing novice and experienced users. Computers in Human Behavior, 64, 34-42. https://doi.org/10.1016/j.chb.2016.06.013
Suh, A., Wagner, C., & Liu, L. (2018). Enhancing user engagement through gamification. Journal of Computer Information Systems, 58(3), 204-213. https://doi.org/10.1080/08874417.2016.1229143
Tsai, T. H., Chang, Y. S., Chang, H. T., & Lin, Y. W. (2021). Running on a social exercise platform: Applying self-determination theory to increase motivation to participate in a sporting event. Computers in Human Behavior, 114, 106523, https://doi.org/10.1016/j.chb.2020.106523
Tu, R., Hsieh, P., & Feng, W. (2019). Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities. Sport Management Review, 22(5), 682-693. https://doi.org/10.1016/j.smr.2018.10.005
van Roy, R., & Zaman, B. (2019). Unravelling the ambivalent motivational power of gamification: A basic psychological needs perspective. International Journal of Human-Computer Studies, 127, 38-50. https://doi.org/10.1016/j.ijhcs.2018.04.009
Wee, S. C., & Choong, W. W. (2019). Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users’ energy conservation behaviour. Journal of Environmental Management, 233, 97-106. https://doi.org/10.1016/j.jenvman.2018.11.127
Werbach, K., & Hunter, D. (2012). For the Win: How game thinking can revolutionalize your business. Wharton: Digital Press.
White, R. W. (1959). Motivation reconsidered: The concept of competence. Psychological review, 66(5), 297-333. https://doi.org/10.1037/h0040934
Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction. International Journal of Information Management, 46, 210-221. https://doi.org/10.1016/j.ijinfomgt.2018.12.002
Zuckerman, O., & Gal-Oz A. (2014). Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Personal and ubiquitous computing, 18(7), 1705-1719. https://doi.org/10.1007/s00779-014-0783-2
Sección
Artículos