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Understanding Fitness App Usage Over Time: Moving Beyond the Need for Competence

Published: 20 April 2018 Publication History

Abstract

The purpose of this work's larger project is to investigate if users' basic psychological needs within Self-Determination Theory are satisfied through game design elements over time and if this influences user retention. It is also to be investigated if there is a specific order of satisfaction of these needs. As a preliminary work, 47 participants filled out a survey on their use of gamified fitness- and tracking apps. They were asked about their enjoyment of use, duration and satisfaction of their basic needs. Results showed that users' need for competence seemed to be satisfied in the starting phase, which was also what kept them using it. However, they would eventually quit for reasons unrelated to the apps. Directions for the upcoming diary study are outlined.

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Cited By

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  • (2022)Elderly-Oriented Improvement of Mobile Applications Based on Self-Determination TheoryInternational Journal of Human–Computer Interaction10.1080/10447318.2022.213126440:5(1071-1086)Online publication date: 16-Nov-2022
  • (2021)Self-Determination in Wearable Fitness Technology: The Moderating Effect of AgeInternational Journal of Human–Computer Interaction10.1080/10447318.2021.200204838:15(1399-1409)Online publication date: 29-Nov-2021
  • (2020)Designing Positive Behavior Change Experiences: a Systematic Review and Sentiment Analysis based on Online User Reviews of Fitness and Nutrition Mobile ApplicationsProceedings of the 19th International Conference on Mobile and Ubiquitous Multimedia10.1145/3428361.3428403(152-161)Online publication date: 22-Nov-2020
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  1. Understanding Fitness App Usage Over Time: Moving Beyond the Need for Competence

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      cover image ACM Conferences
      CHI EA '18: Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems
      April 2018
      3155 pages
      ISBN:9781450356213
      DOI:10.1145/3170427
      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Published: 20 April 2018

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      Author Tags

      1. basic psychological needs
      2. fitness apps
      3. game design elements
      4. gamification
      5. self-determination theory
      6. tracking apps

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      View all
      • (2022)Elderly-Oriented Improvement of Mobile Applications Based on Self-Determination TheoryInternational Journal of Human–Computer Interaction10.1080/10447318.2022.213126440:5(1071-1086)Online publication date: 16-Nov-2022
      • (2021)Self-Determination in Wearable Fitness Technology: The Moderating Effect of AgeInternational Journal of Human–Computer Interaction10.1080/10447318.2021.200204838:15(1399-1409)Online publication date: 29-Nov-2021
      • (2020)Designing Positive Behavior Change Experiences: a Systematic Review and Sentiment Analysis based on Online User Reviews of Fitness and Nutrition Mobile ApplicationsProceedings of the 19th International Conference on Mobile and Ubiquitous Multimedia10.1145/3428361.3428403(152-161)Online publication date: 22-Nov-2020
      • (2019)An Analysis of Game Mechanics Preference among Bartle’s Four Player TypesJournal of Digital Contents Society10.9728/dcs.2019.20.10.189920:10(1899-1908)Online publication date: 31-Oct-2019

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