Abstract

PurposeGamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification's effectiveness in this field. Therefore, the aim of the present study is to analyze the impact of game elements included in gamified sports' apps on the satisfaction of basic psychological needs (i.e. competence, autonomy and relatedness). Similarly, the research analyzes the impact of these needs on autonomous motivation.Design/methodology/approachTo achieve these goals, data were collected from users of gamified sport apps, using an online questionnaire. The data were analyzed using partial least squares structural equation modeling.FindingsThe results showed that interaction in the app with achievement-related game elements satisfied the needs for competence, autonomy and relatedness; social-related elements satisfied the need for relatedness; and immersion-related elements satisfied the needs for competence and autonomy. Similarly, satisfaction of the needs for autonomy and relatedness while using the app is crucial to experience autonomous motivation.Practical implicationsThe findings of this study provide guidelines for practitioners and app developers.Originality/valueBased on self-determination theory, the paper provides new insights into the relationship between game elements included in sport apps and individuals' basic psychological needs and motivation.

Highlights

  • Over the last few years, many organizations have shown increased interest in using game elements to motivate people to behave in certain ways (Koivisto and Hamari, 2019a)

  • One context where gamification has received special attention is in sport apps for mobile devices

  • Based on the empirical results obtained, it can be concluded that interacting with achievement-related game elements while using gamified sport apps facilitates the satisfaction of the three psychological needs of competence, autonomy and relatedness

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Summary

Introduction

Over the last few years, many organizations have shown increased interest in using game elements to motivate people to behave in certain ways (Koivisto and Hamari, 2019a). Based on self-determination theory, this study empirically analyzes the impact of various game elements included in sport apps on the satisfaction of the three basic psychological needs of competence, autonomy and relatedness, and their influence on autonomous motivation. Previous studies have found a positive influence of teammates’ relationships on their intention to do their best (Peng et al, 2012), and competition with other teams has been found to facilitate a sense of belonging (van Roy and Zaman, 2019) These elements are related to the satisfaction of the three basic psychological needs. Self-determination theory posits that contexts that satisfy the basic psychological needs for competence, autonomy and relatedness facilitate autonomous motivation (Deci and Ryan, 2000), which, in turn, leads to more favorable psychological results and greater well-being (Ryan and Deci, 2000) This relationship has been proven in multiple contexts.

Autonomous motivation
Strava Polar Runtastic Endomondo Nikeþ Fitbit
The frequency of interacting with personalization in the app
In this app I have different options
Factor loading
Findings
Discussion
Full Text
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