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Gamification, quantified-self or social networking? Matching users’ goals with motivational technology
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 d...
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Published in: | User modeling and user-adapted interaction 2018-03, Vol.28 (1), p.35-74 |
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description | 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. |
doi_str_mv | 10.1007/s11257-018-9200-2 |
format | article |
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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.</description><identifier>ISSN: 0924-1868</identifier><identifier>EISSN: 1573-1391</identifier><identifier>DOI: 10.1007/s11257-018-9200-2</identifier><language>eng</language><publisher>Dordrecht: Springer Netherlands</publisher><subject>Computer Science ; Gamification ; Management of Computing and Information Systems ; Motivation ; Multimedia Information Systems ; Orientation ; Social networks ; Social research ; User behavior ; User Interfaces and Human Computer Interaction</subject><ispartof>User modeling and user-adapted interaction, 2018-03, Vol.28 (1), p.35-74</ispartof><rights>Springer Science+Business Media B.V., part of Springer Nature 2018</rights><rights>User Modeling and User-Adapted Interaction is a copyright of Springer, (2018). All Rights Reserved.</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c316t-694ddbe2bd5400d81d7076480be0e15065f59a14a7301ba7d5193ec68d9a0b083</citedby><cites>FETCH-LOGICAL-c316t-694ddbe2bd5400d81d7076480be0e15065f59a14a7301ba7d5193ec68d9a0b083</cites><orcidid>0000-0002-6573-588X</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://www.proquest.com/docview/1993444432/fulltextPDF?pq-origsite=primo$$EPDF$$P50$$Gproquest$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/1993444432?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,780,784,11687,27923,27924,36059,44362,74666</link.rule.ids></links><search><creatorcontrib>Hamari, Juho</creatorcontrib><creatorcontrib>Hassan, Lobna</creatorcontrib><creatorcontrib>Dias, Antonio</creatorcontrib><title>Gamification, quantified-self or social networking? Matching users’ goals with motivational technology</title><title>User modeling and user-adapted interaction</title><addtitle>User Model User-Adap Inter</addtitle><description>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.</description><subject>Computer Science</subject><subject>Gamification</subject><subject>Management of Computing and Information Systems</subject><subject>Motivation</subject><subject>Multimedia Information Systems</subject><subject>Orientation</subject><subject>Social networks</subject><subject>Social research</subject><subject>User behavior</subject><subject>User Interfaces and Human Computer Interaction</subject><issn>0924-1868</issn><issn>1573-1391</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2018</creationdate><recordtype>article</recordtype><sourceid>M0C</sourceid><recordid>eNp1kD1OAzEQhS0EEiFwADpLtBhm9t8VQhEEpCAaqC3vrvcnbNaJ7SVKxzW4HifBYSlomGZmpPc9PT1CzhGuECC9tohBnDLAjPEAgAUHZIJxGjIMOR6SCfAgYpgl2TE5sXYJnklSPiHNXK7aqi2ka3V_STeD7J3_Vcms6iqqDbW6aGVHe-W22ry1fX1Dn6QrGn_RwSpjvz4-aa1lZ-m2dQ1dade-_9h5yqmi6XWn690pOaq8Rp397il5vb97mT2wxfP8cXa7YEWIiWMJj8oyV0FexhFAmWGZ-qRRBrkChTEkcRVziZFMQ8BcpmWMPFRFkpVcQg5ZOCUXo-_a6M2grBNLPRifxQrkPIz8hIFX4agqjLbWqEqsTbuSZicQxL5QMRYqfKFiX6jYM8HIWK_ta2X-OP8LfQOTmXqU</recordid><startdate>20180301</startdate><enddate>20180301</enddate><creator>Hamari, Juho</creator><creator>Hassan, Lobna</creator><creator>Dias, Antonio</creator><general>Springer Netherlands</general><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7SC</scope><scope>7WY</scope><scope>7WZ</scope><scope>7XB</scope><scope>87Z</scope><scope>88G</scope><scope>8AL</scope><scope>8AO</scope><scope>8FD</scope><scope>8FE</scope><scope>8FG</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>8FL</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>AZQEC</scope><scope>BENPR</scope><scope>BEZIV</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FRNLG</scope><scope>FYUFA</scope><scope>F~G</scope><scope>GHDGH</scope><scope>GNUQQ</scope><scope>HCIFZ</scope><scope>JQ2</scope><scope>K60</scope><scope>K6~</scope><scope>K7-</scope><scope>L.-</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><scope>M0C</scope><scope>M0N</scope><scope>M2M</scope><scope>P5Z</scope><scope>P62</scope><scope>PQBIZ</scope><scope>PQBZA</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><scope>PSYQQ</scope><scope>Q9U</scope><orcidid>https://orcid.org/0000-0002-6573-588X</orcidid></search><sort><creationdate>20180301</creationdate><title>Gamification, quantified-self or social networking? Matching users’ goals with motivational technology</title><author>Hamari, Juho ; Hassan, Lobna ; Dias, Antonio</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c316t-694ddbe2bd5400d81d7076480be0e15065f59a14a7301ba7d5193ec68d9a0b083</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2018</creationdate><topic>Computer Science</topic><topic>Gamification</topic><topic>Management of Computing and Information Systems</topic><topic>Motivation</topic><topic>Multimedia Information Systems</topic><topic>Orientation</topic><topic>Social networks</topic><topic>Social research</topic><topic>User behavior</topic><topic>User Interfaces and Human Computer Interaction</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Hamari, Juho</creatorcontrib><creatorcontrib>Hassan, Lobna</creatorcontrib><creatorcontrib>Dias, Antonio</creatorcontrib><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Computer and Information Systems Abstracts</collection><collection>ABI/INFORM Collection</collection><collection>ABI/INFORM Global (PDF only)</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>ABI/INFORM Global (Alumni Edition)</collection><collection>Psychology Database (Alumni)</collection><collection>Computing Database (Alumni Edition)</collection><collection>ProQuest Pharma Collection</collection><collection>Technology Research Database</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ABI/INFORM Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni)</collection><collection>ProQuest Central</collection><collection>Advanced Technologies & Aerospace Collection</collection><collection>ProQuest Central Essentials</collection><collection>ProQuest Central</collection><collection>Business Premium Collection</collection><collection>Technology Collection</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>Business Premium Collection (Alumni)</collection><collection>Health Research Premium Collection</collection><collection>ABI/INFORM Global (Corporate)</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>ProQuest Central Student</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Computer Science Collection</collection><collection>ProQuest Business Collection (Alumni Edition)</collection><collection>ProQuest Business Collection</collection><collection>Computer Science Database</collection><collection>ABI/INFORM Professional Advanced</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><collection>ABI/INFORM Global</collection><collection>Computing Database</collection><collection>Psychology Database</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & Aerospace Collection</collection><collection>ProQuest One Business</collection><collection>ProQuest One Business (Alumni)</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><collection>ProQuest One Psychology</collection><collection>ProQuest Central Basic</collection><jtitle>User modeling and user-adapted interaction</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Hamari, Juho</au><au>Hassan, Lobna</au><au>Dias, Antonio</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Gamification, quantified-self or social networking? Matching users’ goals with motivational technology</atitle><jtitle>User modeling and user-adapted interaction</jtitle><stitle>User Model User-Adap Inter</stitle><date>2018-03-01</date><risdate>2018</risdate><volume>28</volume><issue>1</issue><spage>35</spage><epage>74</epage><pages>35-74</pages><issn>0924-1868</issn><eissn>1573-1391</eissn><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.</abstract><cop>Dordrecht</cop><pub>Springer Netherlands</pub><doi>10.1007/s11257-018-9200-2</doi><tpages>40</tpages><orcidid>https://orcid.org/0000-0002-6573-588X</orcidid></addata></record> |
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subjects | Computer Science Gamification Management of Computing and Information Systems Motivation Multimedia Information Systems Orientation Social networks Social research User behavior User Interfaces and Human Computer Interaction |
title | Gamification, quantified-self or social networking? Matching users’ goals with motivational technology |
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