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"Working out for likes": An empirical study on social influence in exercise gamification

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"Working out for likes" : An empirical study on social influence in exercise gamification. / Hamari, Juho; Koivisto, Jonna.

In: Computers in Human Behavior, Vol. 50, 01.09.2015, p. 333-347.

Research output: Contribution to journalArticleScientificpeer-review

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Hamari, Juho ; Koivisto, Jonna. / "Working out for likes" : An empirical study on social influence in exercise gamification. In: Computers in Human Behavior. 2015 ; Vol. 50. pp. 333-347.

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@article{b12abe765a0b4ab0a3f3215be251fcc1,
title = "{"}Working out for likes{"}: An empirical study on social influence in exercise gamification",
abstract = "Today, people use a variety of social and gameful (mobile) applications in order to motivate themselves and others to maintain difficult habits such as exercise, sustainable consumption and healthy eating. However, we have yet lacked understanding of how social influence affects willingness to maintain these difficult habits with the help of gamification services. In order to investigate this phenomenon, we measured how social influence predicts attitudes, use and further exercise in the context of gamification of exercise. Our results show that people indeed do {"}work out for likes{"}, or in other words, social influence, positive recognition and reciprocity have a positive impact on how much people are willing to exercise as well as their attitudes and willingness to use gamification services. Moreover, we found that the more friends a user has in the service, the larger the effects are. Furthermore, the findings of the empirical study further provide new understanding on the phenomenon of social influence in technology adoption/use continuance in general by showing, in addition to subjective norms, how getting recognized, receiving reciprocal benefits and network effects contribute to use continuance.",
keywords = "Continued use, eHealth, Gamification, mHealth, Social influence, Social networking",
author = "Juho Hamari and Jonna Koivisto",
year = "2015",
month = "9",
day = "1",
doi = "10.1016/j.chb.2015.04.018",
language = "English",
volume = "50",
pages = "333--347",
journal = "Computers in Human Behavior",
issn = "0747-5632",
publisher = "Elsevier",

}

RIS (suitable for import to EndNote) - Download

TY - JOUR

T1 - "Working out for likes"

T2 - An empirical study on social influence in exercise gamification

AU - Hamari, Juho

AU - Koivisto, Jonna

PY - 2015/9/1

Y1 - 2015/9/1

N2 - Today, people use a variety of social and gameful (mobile) applications in order to motivate themselves and others to maintain difficult habits such as exercise, sustainable consumption and healthy eating. However, we have yet lacked understanding of how social influence affects willingness to maintain these difficult habits with the help of gamification services. In order to investigate this phenomenon, we measured how social influence predicts attitudes, use and further exercise in the context of gamification of exercise. Our results show that people indeed do "work out for likes", or in other words, social influence, positive recognition and reciprocity have a positive impact on how much people are willing to exercise as well as their attitudes and willingness to use gamification services. Moreover, we found that the more friends a user has in the service, the larger the effects are. Furthermore, the findings of the empirical study further provide new understanding on the phenomenon of social influence in technology adoption/use continuance in general by showing, in addition to subjective norms, how getting recognized, receiving reciprocal benefits and network effects contribute to use continuance.

AB - Today, people use a variety of social and gameful (mobile) applications in order to motivate themselves and others to maintain difficult habits such as exercise, sustainable consumption and healthy eating. However, we have yet lacked understanding of how social influence affects willingness to maintain these difficult habits with the help of gamification services. In order to investigate this phenomenon, we measured how social influence predicts attitudes, use and further exercise in the context of gamification of exercise. Our results show that people indeed do "work out for likes", or in other words, social influence, positive recognition and reciprocity have a positive impact on how much people are willing to exercise as well as their attitudes and willingness to use gamification services. Moreover, we found that the more friends a user has in the service, the larger the effects are. Furthermore, the findings of the empirical study further provide new understanding on the phenomenon of social influence in technology adoption/use continuance in general by showing, in addition to subjective norms, how getting recognized, receiving reciprocal benefits and network effects contribute to use continuance.

KW - Continued use

KW - eHealth

KW - Gamification

KW - mHealth

KW - Social influence

KW - Social networking

UR - http://www.scopus.com/inward/record.url?scp=84928503372&partnerID=8YFLogxK

U2 - 10.1016/j.chb.2015.04.018

DO - 10.1016/j.chb.2015.04.018

M3 - Article

VL - 50

SP - 333

EP - 347

JO - Computers in Human Behavior

JF - Computers in Human Behavior

SN - 0747-5632

ER -