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Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities

109

Citations

66

References

2018

Year

Abstract

Highlights• Making the app “social” is more effective than making it “fun” in helping consumers sustain their efforts in physical activity.• Consumers using the app focusing on social value showed better performance in walking and higher intentions to continue using the app.• Fitness apps should help provide social value.

References

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