Gamified features as a mediator of fitness app engagement: a cross-sectional study

Yuhao Gong & Jonghyun Yi

International Journal of Business and Emerging Markets2025https://doi.org/10.1504/ijbem.2025.149818article
AJG 1
Weight
0.50

What the paper says

The research explores the influence of performance expectancy, social influence, hedonic motivation, habit, and user engagement in continued usage. Data was collected from 438 fitness app users in China through an online survey. Performance expectancy (β = -0.008, p = 0.874), social influence (β = 0.026, p = 0.557), hedonic motivation (β = 0.104, p = 0.064), and habit (β = 0.084, p = 0.165); none of these has a direct effect on continued user intention. However, each determinant significantly influenced gamified features (p < 0.05), which in turn had a strong and significant effect on continued app use (β = 0.593, p < 0.001). Mediation analysis confirmed that gamified features significantly mediated the relationships between the four antecedents and continued usage. The results show that gamification is crucial to improve user experience and promote long-term use of a fitness app.

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https://doi.org/https://doi.org/10.1504/ijbem.2025.149818

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@article{yuhao2025,
  title        = {{Gamified features as a mediator of fitness app engagement: a cross-sectional study}},
  author       = {Yuhao Gong & Jonghyun Yi},
  journal      = {International Journal of Business and Emerging Markets},
  year         = {2025},
  doi          = {https://doi.org/https://doi.org/10.1504/ijbem.2025.149818},
}

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Evidence weight

0.50

Balanced mode · F 0.40 / M 0.15 / V 0.05 / R 0.40

F · citation impact0.50 × 0.4 = 0.20
M · momentum0.50 × 0.15 = 0.07
V · venue signal0.50 × 0.05 = 0.03
R · text relevance †0.50 × 0.4 = 0.20

† Text relevance is estimated at 0.50 on the detail page — for your query’s actual relevance score, open this paper from a search result.