Explaining the outcomes of social gamification: A longitudinal field experiment

dc.contributor.authorZhang, Junen
dc.contributor.authorJiang, Qiqien
dc.contributor.authorZhang, Wenpingen
dc.contributor.authorKang, Leleen
dc.contributor.authorLowry, Paul Benjaminen
dc.contributor.authorZhang, Xiongen
dc.date.accessioned2023-02-13T16:09:49Zen
dc.date.available2023-02-13T16:09:49Zen
dc.date.issued2023en
dc.date.updated2023-02-12T13:51:37Zen
dc.description.abstractSocial gamification, which allows technology users to interact with each other in gamified tasks, has drawn increasing interest due to its effectiveness in facilitating users’ game engagement and task efforts. In social gamification, users can compete or cooperate with other users or teams to complete game tasks and achieve game goals. However, it remains unclear how various social interaction mechanisms (SIMs), such as cooperation, interpersonal competition, and intergroup competition, influence gamification outcomes when they are separately or jointly implemented. In addition, the effects of SIMs on experiential and instrumental gamification outcomes have not been well differentiated. In this study, we systematically investigate the influences of these fundamental SIMs, as well as the possible interaction effects among them, on fitness app users’ game engagement and fitness behavior. Using a fitness app custom-developed for the Chinese market, Fitness Castle, we conducted a longitudinal field experiment to test our proposed model and hypotheses. The results indicate that when separately implemented, cooperation and interpersonal competition can lead to differential instrumental gamification outcomes in the fitness context. We also systematically compare the differential gamification outcomes when cooperation, interpersonal competition, and intergroup competition are combined in various coopetition settings. Our study offers a theory-based framework and design principles for social gamification. Our findings help practitioners better design SIMs in their gamified technologies with the purpose of achieving optimal experiential and instrumental gamification outcomes simultaneously.en
dc.description.versionAccepted versionen
dc.format.mimetypeapplication/pdfen
dc.identifier.issn0742-1222en
dc.identifier.orcidLowry, Paul [0000-0002-0187-5808]en
dc.identifier.urihttp://hdl.handle.net/10919/113818en
dc.identifier.volume2023en
dc.language.isoenen
dc.publisherTaylor & Francisen
dc.rightsIn Copyrighten
dc.rights.urihttp://rightsstatements.org/vocab/InC/1.0/en
dc.subjectfitness mobile applicationen
dc.subjectsocial gamificationen
dc.subjectinterpersonal competitionen
dc.subjectintergroup competitionen
dc.subjectcooperationen
dc.subjectcoopetitionen
dc.subjectsocial interaction mechanisms (SIMs)en
dc.subjectfield experimenten
dc.subjectgame engagementen
dc.subjectdaily stepsen
dc.titleExplaining the outcomes of social gamification: A longitudinal field experimenten
dc.title.serialJournal of Management Information Systemsen
dc.typeArticle - Refereeden
dc.type.dcmitypeTexten
dc.type.otherArticleen
dcterms.dateAccepted2023-02-07en
pubs.organisational-group/Virginia Techen
pubs.organisational-group/Virginia Tech/Pamplin College of Businessen
pubs.organisational-group/Virginia Tech/Pamplin College of Business/Business Information Technologyen
pubs.organisational-group/Virginia Tech/All T&R Facultyen
pubs.organisational-group/Virginia Tech/Pamplin College of Business/PCOB T&R Facultyen

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