Exploring the Impact of Gamified Experiences on User Engagement in Fitness Apps: A GAMEFULQUEST Perspective
Exploring the Impact of Gamified Experiences on User Engagement in Fitness Apps: A GAMEFULQUEST Perspective
Exploring the Impact of Gamified Experiences on User Engagement in Fitness Apps: A GAMEFULQUEST Perspective
Umair Rehman, Amir Zaib Abbasi, Ding Hooi Ting, Maria Hassan, Nadine Khair
Abstract
"Integrating game elements into gaming-related appli-cations has long been recognized as a powerful tool for enhancing user engagement and overall effectiveness. Despite the numerous studies examining the impact of gamification on engagement, the specific factors that drive this phenomenon remain unclear. To address this knowledge gap, the present study employs the gameful experience questionnaire (GAMEFULQUEST) perspective in the context of fitness apps, exploring the effects of seven key gamified experience factors on consumer engagement. The study surveyed a sample of 240 users of various fitness gamified apps, operationaliz-ing engagement through cognitive, affective, and behavioral dimen-sions. The results revealed that users’ experiences of challenge, im-mersion, and social interaction significantly enhanced engagement, while accomplishments, competition, and guidance did not have a significant impact. Using GAMEFULQUEST, the model effectively explains and predicts consumer engagement, offering valuable insights both in theory and in practical application. This article is a key contribution that leverages the GAMEFULQUEST approach to clearly explain the relationship between gamified experiences and user engagement with fitness apps, providing valuable insights for game designers and researchers alike."
Reference
Rehman, U., Abbasi, A. Z., Ting, D. H., Hassan, M., & Khair, N. (2023). Exploring the impact of gamified experiences on user engagement in fitness apps: A GAMEFULQUEST perspective. In 2023 International Conference on Information Management and Technology (ICIMTech) (pp. 100–105). IEEE. https://ieeexplore.ieee.org/abstract/document/10374284
Keywords
Fitness apps, Gamification, Gamified Apps