Abstract
Gamification has been increasingly employed in health-related apps in recent years. However, the effect of gamification design on the success of health and fitness apps remains unknown and has not been investigated before. This study attempts to identify what gamification elements are frequently used in the design of health and fitness apps and to empirically quantify their effects on app downloads and user ratings of these apps. We construct a rich dataset that includes information about the daily downloads, ratings and gamification design elements of 2,462 health and fitness apps on the Apple App Store. Our sample contains 924 paid apps and 1,538 free apps. This study contributes to both the gamification and mobile app literatures and provides important implications for app developers who intend to adopt gamification in mobile app design.
Original language | English |
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Title of host publication | Proceedings of the 22nd Pacific Asia Conference on Information Systems - Opportunities and Challenges for the Digitized Society: Are We Ready? |
Editors | Motonari Tanabu, Dai Senoo |
Publisher | Association for Information Systems |
Pages | 2024-2029 |
ISBN (Electronic) | 9784902590838 |
Publication status | Published - Jun 2018 |
Event | 22nd Pacific Asia Conference on Information Systems (PACIS 2018) - Yokohama Royal Park Hotel, Yokohama, Japan Duration: 26 Jun 2018 → 30 Jun 2018 https://aisel.aisnet.org/pacis2018/ http://pacis2018.org/index.html |
Conference
Conference | 22nd Pacific Asia Conference on Information Systems (PACIS 2018) |
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Abbreviated title | PACIS 2018 |
Country/Territory | Japan |
City | Yokohama |
Period | 26/06/18 → 30/06/18 |
Internet address |
Bibliographical note
Research Unit(s) information for this publication is provided by the author(s) concerned.Research Keywords
- Gamification
- health and fitness apps
- app design
- popularity
- customer reviews