Author:
- Juho Hamari
- Lobna Hassan
- Antonio Dias
Abstract:
Systems and services we employ in our daily life have increasingly been augmented with motivational designs which fall under the classes of (1) gamification, (2) quantified-self and (3) social networking features that aim to help users reach their goals via motivational enforcement. However, users differ in terms of their orientation and focus toward goals and in terms of the attributes of their goals. Therefore, different classes of motivational design may have a differential fit for users. Being able to distinguish the goal profiles of users, motivational design could be better tailored. Therefore, in this study we investigate how different goal foci (outcome and focus), goals orientation (mastery, proving, and avoiding), and goal attributes (specificity and difficulty) are associated with perceived importance of gamification, social networking and quantified-self features. We employ survey data (N=167) from users of HeiaHeia; a popular exercise encouragement app. Results indicate that goal-setting related factors of users and attributes of goals are connected with users’ preference over motivational design classes. In particular, the results reveal that being outcome-focused is associated with positive evaluations of gamification and quantified-self design classes. Users with higher proving-orientation perceived gamification and social networking design classes as more important, users with lower goal avoidance-orientation perceived social networking design as more important, whereas users with higher mastery-orientation perceived quantified-self design more important. Users with difficult goals were less likely to perceive gamification and social networking design important, whereas for users with high goal specificity quantified-self features were important. The findings provide insights for the automatic adaptation of motivational designs to users’ goals. However, more research is naturally needed to further investigate generalizability of the results.
Document:
https://link.springer.com/article/10.1007%2Fs11257-018-9200-2
References:
Agarwal, R., Karahanna, E.: Time, flies when you’re having fun: cognitive absorption and beliefs about information technology usage. Manag. Inf. Syst. MIS Q. 24(4), 665–694 (2000)
Alcivar, I., Abad, A.G.: Design and evaluation of a gamified system for ERP training. Comput. Hum. Behav. 58, 109–118 (2016)
Anderson, J.C., Gerbing, D.W.: The effect of sampling error on convergence, improper solutions, and goodness-of-fit indices for maximum likelihood confirmatory factor analysis. Psychometrika 49(2), 155–173 (1984)
Anderson, J.C., Gerbing, D.W.: Structural equation modeling in practice: a review and recommended two-step approach. Psychol. Bull. 103(3), 411–423 (1988)
Baard, P.P., Deci, E.L., Ryan, R.M.: Intrinsic need satisfaction: a motivational basis of performance and weil-being in two work settings1. J. Appl. Soc. Psychol. 34(10), 2045–2068 (2004)
Barker, C., Pistrang, N.: Research Methods in Clinical Psychology: An Introduction for Students and Practitioners. Wiley, New York (2015)
Barrett, M.A., Humblet, O., Hiatt, R.A., Adler, N.E.: Big data and disease prevention: from quantified self to quantified communities. Big Data 1(3), 168–175 (2013)
Bentler, P.M., Chou, C.P.: Practical issues in structural modeling. Sociol. Methods Res. 16(1), 78–117 (1987)
Bista, S.K., Nepal, S., Paris, C., Colineau, N.: Gamification for online communities: a case study for delivering government services. Int. J. Coop. Inf. Syst. 23(02), 1441002 (2014)
Bittner, J.V., Schipper, J.: Motivational effects and age differences of gamification in product advertising. J. Consum. Market. 31(5), 391–400 (2014)
Bogost, I.: Why Gamification is Bullshit 2, p. 65. In: Approaches, Issues, Applications, The Gameful World. Cambridge: MIT Press (2015)
Bouvier, P., Sehaba, K., Lavoué, É.: A trace-based approach to identifying users’ engagement and qualifying their engaged-behaviours in interactive systems: application to a social game. User Model. User-Adap. Inter. 24(5), 413–451 (2014)
Boyd, D., Ellison, N.B.: Social network sites: definition, history, and scholarship. J. Comput. Mediat. Commun. 13(1), 210–230 (2007)
Burke, B.: Gamify: How Gamification Motivates People to Do Extraordinary Things. Bibliomotion Inc, Brookline (2014)
Burnette, J.L., O’Boyle, E.H., VanEpps, E.M., Pollack, J.M., Finkel, E.J.: Mind-sets matter: a meta-analytic review of implicit theories and self-regulation. Psychol. Bull. 139(3), 655 (2013)
Butler, B.S.: Membership size, communication activity, and sustainability: a resource-based model of online social structures. Inf. Syst. Res. 12(4), 346–362 (2001)
Butler, B.S., Wang, X.: The cross-purposes of cross-posting: boundary reshaping behavior in online discussion communities. Inf. Syst. Res. 23(3–part–2), 993–1010 (2012)
Chan, K., Prendergast, G.: Materialism and social comparison among adolescents. Soc. Behav. Personal. Int. J. 35(2), 213–228 (2007)
Chen, A., Lu, Y., Chau, P.Y., Gupta, S.: Classifying, measuring, and predicting users’ overall active behavior on social networking sites. J. Manag. Inf. Syst. 31(3), 213–253 (2014)
Chin, W.W.: The partial least squares approach to structural equation modeling. Mod. Methods Bus. Res. 295(2), 295–336 (1998)
Christy, K.R., Fox, J.: Leaderboards in a virtual classroom: a test of stereotype threat and social comparison explanations for women’s math performance. Comput. Educ. 78, 66–77 (2014)
Choe, E.K., Lee, N.B., Lee, B., Pratt, W., Kientz, J.A.: Understanding quantified-selfers’ practices in collecting and exploring personal data. In: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems, pp. 1143–1152. ACM (2014)
Cialdini, R.B., Goldstein, N.J.: Social influence: compliance and conformity. Annu. Rev. Psychol. 55, 591–621 (2004)
Cialdini, R.B., Trost, M.R.: Social influence: social norms, conformity, and compliance. In: Gilbert, D.T., Fiske, S.T., Lindzey, G. (eds.) The Handbook of Social Psychology, vol. 2, 4th edn., pp. 151–192. McGraw-Hill, Boston (1998)
Cruz, C., Hanus, M.D., Fox, J.: The need to achieve: players’ perceptions and uses of extrinsic meta-game reward systems for video game consoles. Comput. Hum. Behav. 71, 1–9 (2015)
Capa, R.L., Audiffren, M., Ragot, S.: The effects of achievement motivation, task difficulty, and goal difficulty on physiological, behavioral, and subjective effort. Psychophysiology 45(5), 859–868 (2008)
Chin, W.W.: The partial least squares approach for structural equation modelling. In: Marcoulides, G.A. (ed.) Modern Methods for Business Research, pp. 295–336. Lawrence Erlbaum Associates, London (1998)
Chin, W.W., Marcolin, B.L., Newsted, P.R.: A partial least squares latent variable modeling approach for measuring interaction effects: Results from a Monte Carlo simulation study and an electronic-mail emotion/adoption study. Inf. Syst. Res. 14(2), 189–217 (2003)
Corpus, J.H., McClintic-Gilbert, M.S., Hayenga, A.O.: Within-year changes in children’s intrinsic and extrinsic motivational orientations: contextual predictors and academic outcomes. Contemp. Educ. Psychol. 34(2), 154–166 (2009)
Csíkszentmihályi, M.: Beyond Boredom and Anxiety: Experiencing Flow in Work and Play. Jossey-Bass, San Francisco (1975)
Cowley, B., Charles, D.: Behavlets: a method for practical player modeling using psychology-based player traits and domain specific features. User Model. User-Adap. Inter. 26(2–3), 257–306 (2016)
Davis, F.D.: Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Q. 13, 319–340 (1989)
Davis, F.D., Bagozzi, R.P., Warshaw, P.R.: Extrinsic and intrinsic motivation to use computers in the workplace. J. Appl. Soc. Psychol. 22(14), 1111–1132 (1992)
Deci, E.L., Koestner, R., Ryan, R.M.: A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. Psychol. Bull. 125(6), 627 (1999)
Deci, E.L., Ryan, R.M.: The “what” and “why” of goal pursuits: human needs and the self-determination of behavior. Psychol. Inq. 11(4), 227–268 (2000)
Deterding, S.: The lens of intrinsic skill atoms: a method for gameful design. Hum. Comput. Interact. 30(3–4), 294–335 (2015)
Deterding, S., Dixon, D., Khaled, R., Nacke, L.: From game design elements to gamefulness: Defining gamification. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, pp. 9–15. ACM (2011)
Dijkstra, A.: The persuasive effects of personalization through: name mentioning in a smoking cessation message. User Model. User-Adap. Inter. 24(5), 393–411 (2014)
Drach-Zahavy, A., Erez, M.: Challenge versus threat effects on the goal-performance relationship. Organ. Behav. Hum. Decis. Process. 88(2), 667–682 (2002)
Elliot, A.J., Harackiewicz, J.M.: Goal setting, achievement orientation, and intrinsic motivation: a mediational analysis. J. Pers. Soc. Psychol. 66(5), 968 (1994)
Elliot, A.J., McGregor, H.A.: A 2×
2 achievement goal framework. J. Pers. Soc. Psychol. 80(3), 501 (2001)
ESA: Essential facts about the computer and video game industry: 2014 sales, demographic, and usage data (2014). http://www.theesa.com/facts/pdfs/ESA_EF_2014.pdf
Farzan, R., DiMicco, J.M., Millen, D.R., Brownholtz, B., Geyer, W., Dugan, C.: When the experiment is over: deploying an incentive system to all the users. In: Symposium on Persuasive Technology (2008a)
Farzan, R., DiMicco, J.M., Millen, D.R., Dugan, C., Geyer, W., Brownholtz, E. A.: Results from deploying a participation incentive mechanism within the enterprise. In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 563–572. ACM (2008b)
Fornell, C., Larcker, D.F.: Structural equation models with unobservable variables and measurement error: algebra and statistics. J. Market. Res. 18(3), 382–388 (1981)
Fransella, F. (ed.): Personality: Theory, Measurement and Research, vol. 719. Routledge Kegan & Paul, London (1981)
Freund, A.M., Hennecke, M., Riediger, M.: Age-related differences in outcome and process goal focus. Eur. J. Dev. Psychol. 7(2), 198–222 (2010)
Gartner: Gartner says by 2014, 80 percent of current gamified applications will fail to meet business objectives primarily due to poor design (2012). http://www.gartner.com/newsroom/id/2251015
Gurrin, C., Smeaton, A.F., Doherty, A.R.: Lifelogging: personal big data. Found. Trends Inf. Retr. 8(1), 1–125 (2014)
Hackel, T.S., Jones, M.H., Carbonneau, K.J., Mueller, C.E.: Re-examining achievement goal instrumentation: convergent validity of AGQ and PALS. Contemp. Educ. Psychol. 46, 73–80 (2016)
Hair, J.F.J., Black, W.C., Babin, B.J., Anderson, R.E.: Multivariate Data Analysis, 7th edn. Prentice Hall, Upper Saddle River (2010)
Hair, J.F., Ringle, C.M., Sarstedt, M.: PLS-SEM: indeed a silver bullet. J. Market. Theory Pract. 19(2), 139–152 (2011)
Hair, J.F., Hult, G.T.M., Ringle, C., Sarstedt, M.: A Primer on Partial Least Squares Structural Equation Modeling (PLS-SEM). Sage Publications, London (2016)
Hamari, J.: Transforming homo economicus into homo ludens: a field experiment on gamification in a utilitarian peer-to-peer trading service. Electron. Commer. Res. Appl. 12(4), 236–245 (2013)
Hamari, J.: Do badges increase user activity? A field experiment on effects of gamification. Comput. Hum. Behav. 71, 469–478 (2017)
Hamari, J., Eranti, V.: Framework for designing and evaluating game achievements. In: Proceedings of Digra 2011 Conference: Think Design Play, Hilversum, Netherlands, September 14–17 (2011)
Hamari, J., Koivisto, J.: Measuring flow in gamification: dispositional flow scale-2. Comput. Hum. Behav. 40, 133–143 (2014)
Hamari, J., Koivisto, J.: “Working out for likes”: an empirical study on social influence in exercise gamification. Comput. Hum. Behav. 50, 333–347 (2015a)
Hamari, J., Koivisto, J.: Why do people use gamification services? Int. J. Inf. Manag. 35(4), 419–431 (2015b)
Hamari, J., Keronen, L.: Why do people play games? A meta-analysis. Int. J. Inf. Manag. 37(3), 125–141 (2017)
Hamari, J., Tuunanen, J.: Player types: a meta-synthesis. Trans. Digit. Games Res. Assoc. 1(2), 29–53 (2014)
Hamari, J., Koivisto, J., Pakkanen, T.: Do persuasive technologies persuade?—A review of empirical studies. In: Spagnolli, A. et al. (eds.) Persuasive Technology, LNCS 8462, pp. 118–136. Springer, Cham (2014a)
Hamari, J., Koivisto, J., Sarsa, H.: Does gamification work?—A literature review of empirical studies on gamification. In: Proceedings of the 47th Annual Hawaii International Conference on System Sciences, Hawaii, USA, January 6–9 (2014b)
Hamari, J., Huotari, K., Tolvanen, J.: Gamification and economics. In: Walz, S.P., Deterding, S. (eds.) The Gameful World: Approaches, Issues, Applications. MIT Press, Cambridge (2015)
Hamari, J., Shernoff, D.J., Rowe, E., Coller, B., Asbell-Clarke, J., Edwards, T.: Challenging games help students learn: an empirical study on engagement, flow and immersion in game-based learning. Comput. Hum. Behav. 54, 170–179 (2016). https://doi.org/10.1016/j.chb.2015.07.045
Hanus, M.D., Fox, J.: Assessing the effects of gamification in the classroom: a longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance. Comput. Educ. 80, 152–161 (2015)
Hassan, L., Nader, A.: Gamification design in action: the practical cases of gamification platforms for employee work motivation and citizens’ civic engagement. In: Proceedings of the International Conference on ICT Management for Global Competitiveness and Economic Growthin Emerging Economies (ICTM 2016), pp. 67–70. ISBN: 978-83-64389-62-7 (2016)
Hernandez, B., Montaner, T., Sese, F.J., Urquizu, P.: The role of social motivations in e-learning: how do they affect usage and success of ICT interactive tools? Comput. Hum. Behav. 27(6), 2224–2232 (2011)
Hildebrand, C., Häubl, G., Herrmann, A., Landwehr, J.R.: When social media can be bad for you: community feedback stifles consumer creativity and reduces satisfaction with self-designed products. Inf. Syst. Res. 24(1), 14–29 (2013)
Hirschheim, R., Klein, H.K.: A glorious and not-so-short history of the information systems field. J. Assoc. Inf. Syst. 13(4), 188 (2012)
Huotari, K., Hamari, J.: A definition for gamification: anchoring gamification in the service marketing literature. Electr Mark. 27(1), 21–31 (2017). https://doi.org/10.1007/s12525-015-0212-z
Jones, B.A., Madden, G.J., Wengreen, H.J.: The FIT game: preliminary evaluation of a gamification approach to increasing fruit and vegetable consumption in school. Prev. Med. 68, 76–79 (2014)
Jung, J.H., Schneider, C., Valacich, J.: Enhancing the motivational affordance of information systems: the effects of real-time performance feedback and goal setting in group collaboration environments. Manag. Sci. 56(4), 724–742 (2010)
Jonker, J.J., Piersma, N., Van den Poel, D.: Joint optimization of customer segmentation and marketing policy to maximize long-term profitability. Exp. Syst. Appl. 27(2), 159–168 (2004)
Kim, E.A., Ratneshwar, S., Roesler, E., Chowdhury, T.G.: Attention to social comparison information and brand avoidance behaviors. Market. Lett. 27(2), 259–271 (2016)
Koivisto, J., Hamari, J.: Demographic differences in perceived benefits from gamification. Comput. Hum. Behav. 35, 179–188 (2014)
Koivisto, J., Hamari, J.: The rise of motivational information systems: a review of gamification literature. Working paper (2017)
Krasnova, H., Wenninger, H., Widjaja, T., Buxmann, P.: Envy on Facebook: a hidden threat to users’ life satisfaction? Wirtschaftsinformatik 92, 1–16 (2013)
Krasnova, H., Widjaja, T., Buxmann, P., Wenninger, H., Benbasat, I.: Research note—why following friends can hurt you: an exploratory investigation of the effects of envy on social networking sites among college-age users. Inf. Syst. Res. 26(3), 585–605 (2015)
Latham, G.P.: Goal setting: a five-step approach to behavior change. Org. Dyn. 32(3), 309–318 (2003)
Landers, R.N.: Developing a theory of gamified learning: linking serious games and gamification of learning. Simul. Gaming 45, 752–768 (2014)
Landers, R.N., Bauer, K.N., Callan, R.C.: Gamification of task performance with leaderboards: a goal setting experiment. Comput. Hum. Behav. 71, 508–515 (2017)
Latham, G.P.: Motivate employee performance through goal setting. Handb. Princ. Org. Behav. 107, 119 (2000)
Lee, C., Bobko, P., Earley, P.C., Locke, E.A.: An empirical analysis of a goal setting questionnaire. J. Org. Behav. 12(6), 467–482 (1991)
Lehdonvirta, V.: Virtual consumption. Turku School of Economics, No. A-11 (2009)
Lin, K.Y., Lu, H.P.: Why people use social networking sites: an empirical study integrating network externalities and motivation theory. Comput. Hum. Behav. 27(3), 1152–1161 (2011)
Ling, K., Beenen, G., Ludford, P., Wang, X., Chang, K., Li, X., Resnick, P.: Using social psychology to motivate contributions to online communities. J. Comput. Mediat. Commun. 10(4), 00–00 (2005)
Lieberoth, A.: Shallow gamification testing psychological effects of framing an activity as a game. Games Cult. 10(3), 229–248 (2015)
Locke, E.A., Latham, G.P. (eds.): New Developments in Goal Setting and Task Performance. Routledge, Abingdon (2013)
Locke, E.A., Latham, G.P.: Goal setting: a motivational technique that works!. Prentice Hall, Upper Saddle River (1984)
Locke, E.A., Latham, G.P.: Building a practically useful theory of goal setting and task motivation: a 35-year odyssey. Am. Psychol. 57(9), 705 (2002)
Locke, E.A., Shaw, K.N., Saari, L.M., Latham, G.P.: Goal setting and task performance: 1969–1980. Psychol. Bull. 90(1), 125 (1981)
Loock, C.M., Staake, T., Thiesse, F.: Motivating energy-efficient behavior with green IS: an investigation of goal setting and the role of defaults. MIS Q. 37(4), 1313–1332 (2013)
Lowry, P.B., Gaskin, J.: Partial least squares (PLS) structural equation modeling (SEM) for building and testing behavioral causal theory: when to choose it and how to use it. IEEE Trans. Prof. Commun. 57(2), 123–146 (2014)
Lunenburg, F.C.: Goal-setting theory of motivation. Int. J. Manag. Bus. Admin. 15(1), 1–6 (2011)
Lupton, D.: The Quantified Self: A Sociology of Self-Tracking. Polity Press, Cambridge (2016)
Mamdani, A., Pitt, J., Stathis, K.: Connected communities from the standpoint of multi-agent systems. New Gener. Comput. 17(4), 381–393 (1999)
Mann, T., De Ridder, D., Fujita, K.: Self-regulation of health behavior: social psychological approaches to goal setting and goal striving. Health Psychol. 32(5), 487 (2013)
Mäntymäki, M., Islam, A.N.: The Janus face of Facebook: positive and negative sides of social networking site use. Comput. Hum. Behav. 61, 14–26 (2016)
McGonigal, J.: Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin, London (2011)
Mealiea, L.W., Latham, G.P.: Skills for Managerial Success: Theory, Experience, and Practice. Irwin, Toronto (1996)
Mehta, R.: The self-quantification movement-implications for healthcare professionals. SelfCare 2(3), 87–92 (2011)
Morschheuser, B., Hamari, J., Koivisto, J.: Gamification in crowdsourcing: a review. In: Proceedings of the 49th Annual Hawaii International Conference on System Sciences (HICSS), Hawaii, USA, January 5–8 (2016). https://doi.org/10.1109/HICSS.2016.543
Morschheuser, B., Riar, M., Hamari, J., Maedche, A.: How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game. Comput. Hum. Behav. 77, 169–183 (2017)
Munson, S.A., Consolvo, S.: Exploring goal-setting, rewards, self-monitoring, and sharing to motivate physical activity. In: 2012 6th International Conference on Pervasive Computing Technologies for Healthcare (PervasiveHealth) and Workshops, pp. 25–32. IEEE (2012)
Nahrgang, J.D., DeRue, D.S., Hollenbeck, J.R., Spitzmuller, M., Jundt, D.K., Ilgen, D.R.: Goal setting in teams: the impact of learning and performance goals on process and performance. Organ. Behav. Hum. Decis. Process. 122(1), 12–21 (2013)
Nicholson, S.: A user-centered theoretical framework for meaningful gamification. In: Proceedings of Games+Learning+Society 8.0 (GLS 8.0) (2012)
Nicholson, S.: A recipe for meaningful gamification. In: Gamification in Education and Business, pp. 1–20. Springer, Berlin (2015)
Ng, J.Y., Ntoumanis, N., Thøgersen-Ntoumani, C., Deci, E.L., Ryan, R.M., Duda, J.L., Williams, G.C.: Self-determination theory applied to health contexts a meta-analysis. Perspect. Psychol. Sci. 7(4), 325–340 (2012)
Norman, D.A., Draper, S.W.: User Centered System Design, pp. 1–2. Hillsdale, NJ (1986)
Nunnally, J.: Psychometric Methods. McGraw-Hill, New York (1978)
Oinas-Kukkonen, H.: A foundation for the study of behavior change support systems. Pers. Ubiquit. Comput. 17(6), 1223–1235 (2013)
op den Akker, Jones, V.M., Hermens, H.J.: Tailoring real-time physical activity coaching systems: a literature survey and model. User Model. User-Adap. Inter. 24(5), 351–392 (2014)
Orji, R., Vassileva, J., Mandryk, R.L.: Modeling the efficacy of persuasive strategies for different gamer types in serious games for health. User Model. User-Adap. Inter. 24(5), 453–498 (2014)
Parameswaran, M., Whinston, A.B.: Research issues in social computing. J. Assoc. Inf. Syst. 8(6), 336 (2007)
Petkov, P., Köbler, F., Foth, M., Medland, R., Krcmar, H.: Engaging energy saving through motivation-specific social comparison. In: CHI’11 Extended Abstracts on Human Factors in Computing Systems, pp. 1945–1950. ACM (2011)
Pintrich, P.R.: The role of goal orientation in self-regulated learning. Handb. Self Regul. 451, 451–502 (2000)
Presslee, A., Vance, T.W., Webb, R.A.: The effects of reward type on employee goal setting, goal commitment, and performance. Account. Rev. 88(5), 1805–1831 (2013)
Raftopoulos, M.: Towards gamification transparency: a conceptual framework for the development of responsible gamified enterprise systems. J. Gaming Virtual Worlds 6(2), 159–178 (2014)
Rasch, R.H., Tosi, H.L.: Factors affecting software developers’ performance: an integrated approach. MIS Q. 16, 395–413 (1992)
Rawassizadeh, R., Price, B.A., Petre, M.: Wearables: has the age of smartwatches finally arrived? Commun. ACM 58(1), 45–47 (2015)
Richter, A., Koch, M.: Functions of social networking services. In: Proceedings of International Conference on the Design of Cooperative Systems, pp. 87–98 (2008)
Rigby, C.S.: Gamification and motivation. In: Walz, S.P., Deterding, S. (eds.) The Gameful World: Approaches, Issues, Applications, pp. 113e137. MIT Press, Cambridge (2014)
Roskes, M., Elliot, A.J., De Dreu, C.K.: Why is avoidance motivation problematic, and what can be done about it? Curr. Dir. Psychol. Sci. 23(2), 133–138 (2014)
Santhanam, R., Liu, D., Shen, W.C.M.: Research note–gamification of technology-mediated training: not all competitions are the same. Inf. Syst. Res. 27, 453–465 (2016)
Seaborn, K., Fels, D.I.: Gamification in theory and action: a survey. Int. J. Hum Comput Stud. 74, 14–31 (2015)
Swan, M.: Emerging patient-driven health care models: an examination of health social networks, consumer personalized medicine and quantified self-tracking. Int. J. Environ. Res. Pub. Health 6(2), 492–525 (2009)
Swan, M.: The quantified self: fundamental disruption in big data science and biological discovery. Big Data 1(2), 85–99 (2013)
Tandoc, E.C., Ferrucci, P., Duffy, M.: Facebook use, envy, and depression among college students: is facebooking depressing? Comput. Hum. Behav. 43, 139–146 (2015)
Taylor, S., Todd, P.A.: Understanding information technology usage: a test of competing models. Inf. Syst. Res. 6(2), 144–176 (1995)
Tuominen-Soini, H., Salmela-Aro, K., Niemivirta, M.: Stability and change in achievement goal orientations: a person-centered approach. Contemp. Educ. Psychol. 36(2), 82–100 (2011)
Uhlmann, T.S., Battaiola, A.L.: Applications of a roleplaying game for qualitative simulation and cooperative situations related to supply chain management. In: International Conference on HCI in Business, pp. 429–439. Springer International Publishing (2014)
Van der Heijden, H.: User acceptance of hedonic information systems. MIS Q. 28(4), 695–704 (2004)
VandeWalle, D.: Development and validation of a work domain goal orientation instrument. Educ. Psychol. Measur. 57(6), 995–1015 (1997)
VandeWalle, D., Cron, W.L., Slocum Jr., J.W.: The role of goal orientation following performance feedback. J. Appl. Psychol. 86(4), 629 (2001)
Venkatesh, V., Davis, F.D.: A theoretical extension of the technology acceptance model: four longitudinal field studies. Manag. Sci. 46(2), 186–204 (2000)
Venkatesh, V., Morris, M.G., Davis, G.B., Davis, F.D.: User acceptance of information technology: toward a unified view. MIS Q. Manag. Inf. Syst. 27(3), 425–478 (2003)
Vesa, M., Hamari, J., Harviainen, J.T., Warmelink, H.: Computer games and organization studies. Org. Stud. 38(2), 273–284 (2017)
Wack, S.R., Crosland, K.A., Miltenberger, R.G.: Using goal setting and feedback to increase weekly running distance. J. Appl. Behav. Anal. 47(1), 181–185 (2014)
Wang, X., Schneider, C., Valacich, J.S.: Enhancing creativity in group collaboration: how performance targets and feedback shape perceptions and idea generation performance. Comput. Hum. Behav. 42, 187–195 (2015)
Whitson, J.R.: Gaming the quantified self. Surveill. Soc. 11(1/2), 163 (2013)
Willemsen, M.C., Graus, M.P., Knijnenburg, B.P.: Understanding the role of latent feature diversification on choice difficulty and satisfaction. User Model. User-Adap. Inter. 26(4), 347–389 (2016)
Webster, J., Martocchio, J.J.: Microcomputer playfulness: development of a measure with workplace implications. MIS Q. 16(2), 201–226 (1992)
Wright, B.E.: The role of work context in work motivation: a public sector application of goal and social cognitive theories. J. Public Adm. Res. Theor. 14(1), 59–78 (2004)
Yee, N.: Motivations of play in online games. J. Cyberpsychol. Behav. 9, 772–775 (2006)
Yee, N., Ducheneaut, N., Nelson, L.: Online gaming motivations scale: development and validation. In: Proceedings of the SIGCHI conference on human factors in computing systems, pp. 2803–2806. ACM (2012)
Zhang, P.: Technical opinion motivational affordances: reasons for ICT design and use. Commun. ACM 51(11), 145–147 (2008)
Zimmerman, B.J.: From cognitive modeling to self-regulation: a social cognitive career path. Educ. Psychol. 48(3), 135–147 (2013)
MathSciNet Article Google Scholar
Zuckerman, O., Gal-Oz, A.: Deconstructing gamification: evaluating the effectiveness of continuous measurement, virtual rewards, and social comparison for promoting physical activity. Pers. Ubiquit. Comput. 18(7), 1705–1719 (2014)