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Influence of gamification on perceived self-efficacy: gender and age moderator effect
International Journal of Sports Marketing and Sponsorship ( IF 3.0 ) Pub Date : 2020-08-11 , DOI: 10.1108/ijsms-02-2020-0020
Ana Isabel Polo-Peña , Dolores María Frías-Jamilena , María Lina Fernández-Ruano

Purpose

In advanced societies, lifestyles are increasingly sedentary, and it is important to identify strategies to help people acquire healthy habits, such as exercise. The present study proposes the use of gamification as a strategy for encouraging users to exercise regularly, based on the possibilities offered by “smart” devices such as smartbands.

Design/methodology/approach

The work analyzes how individuals experience their participation in a gamification program, on the premise that it should provide an experience that is intrinsically motivating and fun. Also the moderator effect of the gender and age on the relationship between their experience of participating in a gamification program and perceived self-efficacy.

Findings

The results show that individuals' experience of participating in a gamification program exerts a positive influence on their perceived self-efficacy in the practice of sport or exercise. The study also finds that the variables “gender” and “age” moderate the relationship between their experience of participating in a gamification program and perceived self-efficacy, such that it exerts a greater influence on women and older people.

Practical implications

The practical implications for the professionals and institutions involved in promoting the adoption of regular sport and exercise in society are about taking advantage of the potential of wearable technology such as smartbands. The present study finds that the use of gamification for encouraging people to adopt regular physical activity is more effective for women than for men, and for older people than for younger users.

Originality/value

The findings of this study provide a better understanding of whether gamification is an appropriate strategy for helping participants to perceive themselves as having greater self-efficacy in their chosen sport or exercise, taking into account the moderating effect of participant gender and age.



中文翻译:

游戏化对自我效能感的影响:性别和年龄调节器效应

目的

在发达社会,生活方式越来越久坐不动,因此确定有助于人们养成健康习惯(例如锻炼)的策略非常重要。本研究基于智能手环等“智能”设备提供的可能性,建议使用游戏化作为鼓励用户定期锻炼的策略。

设计/方法/方法

这项工作分析了个人如何体验他们参与游戏化计划,前提是它应该提供一种本质上激励和有趣的体验。此外,性别和年龄对他们参与游戏化计划的经验与自我效能感之间的关系的调节作用。

发现

结果表明,个人参与游戏化计划的经验对其在运动或锻炼实践中的自我效能感产生积极影响。该研究还发现,变量“性别”和“年龄”调节了他们参与游戏化计划的经历与自我效能感之间的关系,因此它对女性和老年人产生了更大的影响。

实际影响

对于参与促进社会采用常规运动和锻炼的专业人士和机构而言,其实际意义在于利用智能手环等可穿戴技术的潜力。本研究发现,使用游戏化来鼓励人们进行定期体育锻炼对女性比对男性更有效,对老年人比对年轻用户更有效。

原创性/价值

考虑到参与者性别和年龄的调节作用,这项研究的结果让我们更好地了解游戏化是否是一种适当的策略,可以帮助参与者认为自己在选择的运动或锻炼中具有更高的自我效能感。

更新日期:2020-08-11
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