Publication | Closed Access
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
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.
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