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The dark side of gamification: an experimental study on digital fitness apps

Zhijian Bai (School of Physical Education, Shaoguan University, Shaoguan, China)
Cheng Xu (International Business School Suzhou, Xi’an Jiaotong-Liverpool University, Suzhou, China)
Aimaitijiang Ailikamujiang (Management School, Lancaster University, Lancaster, UK)
Yanqi Sun (School of Economics and Management, Beijing Institute of Petrochemical Technology, Beijing, China)

Kybernetes

ISSN: 0368-492X

Article publication date: 30 August 2024

175

Abstract

Purpose

This study, anchored in Self-Determination Theory, explores the paradoxical effects of gamification on digital health promotion, focusing on user engagement, physical activity adherence, stress levels and social dynamics.

Design/methodology/approach

In a preregistered experimental design, participants interacted with one of three fitness apps: a non-gamified control app, a competition-based gamified app (GameFit) or a self-exploration-based gamified app (ExploreFit). Quantitative data were collected through scales measuring key variables, and qualitative insights were gathered from structured diaries.

Findings

Gamification significantly enhanced user engagement and physical activity adherence. However, competition-based gamification also increased stress and negative social dynamics, with gender-specific effects: females experienced higher stress and males encountered more negative social dynamics. These adverse effects were mitigated in the ExploreFit group, suggesting that self-exploration elements in gamification can reduce negative outcomes.

Originality/value

This research offers a comprehensive analysis of the complex interplay between gamification, competition, self-exploration and health outcomes. It provides valuable insights for the design of persuasive technologies, highlighting the need for a balanced approach to gamification that considers both its benefits and potential pitfalls.

Keywords

Acknowledgements

Yanqi Sun acknowledges the financial support from the Beijing Municipal Social Science Foundation (23JJC035).

Citation

Bai, Z., Xu, C., Ailikamujiang, A. and Sun, Y. (2024), "The dark side of gamification: an experimental study on digital fitness apps", Kybernetes, Vol. ahead-of-print No. ahead-of-print. https://doi.org/10.1108/K-03-2024-0792

Publisher

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Emerald Publishing Limited

Copyright © 2024, Emerald Publishing Limited

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