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  4. Self-Tracking and Gamification: Analyzing the Interplay of Motivations, Usage and Motivation Fulfillment
 
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2019
Conference Paper
Titel

Self-Tracking and Gamification: Analyzing the Interplay of Motivations, Usage and Motivation Fulfillment

Abstract
The usage of wearable self-tracking devices has emerged as a big trend in lifestyle and personal optimization concerning health, fitness, and well-being. In this context, gamification elements have the potential to contribute to achieving desired user behavior. However, it is not fully understood to which extent the users perceive their self-tracking motivations as being fulfilled through the usage of a wearable self-tracking device, and how gamification affects the interplay of self-tracking motivations, wearable self-tracking device usage, and motivation fulfillment. To address this research gap, we develop a conceptual model and validate it with survey research and structural equation modeling. We find that self-tracking helps users to unexpectedly fulfill motivations without previously striving for them and that significant differences exist between the gamification users and non-users with respect to their motivations by selfentertainment and self-design.
Author(s)
Gimpel, Henner
Fraunhofer-Institut für Angewandte Informationstechnik FIT
Nüske, Niclas
Kernkompetenzzentrum Finanz- und Informationsmanagement
Rückel, Timon
Kernkompetenzzentrum Finanz- und Informationsmanagement
Urbach, Nils
Fraunhofer-Institut für Angewandte Informationstechnik FIT
Entreß-Fürsteneck, Matthias von
Kernkompetenzzentrum Finanz- und Informationsmanagement
Hauptwerk
14. Internationale Tagung Wirtschaftsinformatik, WI 2019. Tagungsband
Konferenz
Internationale Tagung Wirtschaftsinformatik (WI) 2019
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Language
English
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Fraunhofer-Institut für Angewandte Informationstechnik FIT
Tags
  • Self-Tracking

  • Gamification

  • wearable self-tracking device

  • motivation fulfillment

  • five factor framework of self-tracking motivation

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