El poder motivador de las aplicaciones móviles gamificadas de ejercicio físico
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Publicado
31-05-2023
Paula Bitrián
Isabel Buil
Sara Catalán
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
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Keywords
Gamificación, Aplicaciones Móviles, Salud, Necesidades Psicológicas, Motivación
References
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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.
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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
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