Influence of gamification on perceived self-efficacy: gender and age moderator effect
Metadatos
Mostrar el registro completo del ítemEditorial
Emerald
Materia
Gamification Smartbands Motivation Fun Perceived self-efficacy Moderating effect
Fecha
2021Referencia bibliográfica
Published version: Polo-Peña, A.I., Frías-Jamilena, D.M. and Fernández-Ruano, M.L. (2021), "Influence of gamification on perceived self-efficacy: gender and age moderator effect", International Journal of Sports Marketing and Sponsorship, Vol. 22 No. 3, pp. 453-476. https://doi.org/10.1108/IJSMS-02-2020-0020
Patrocinador
Campus de Excelencia Internacional-BIOTIC UGR: SEJ 2592Resumen
Purpose: In advanced societies, lifestyles are increasingly sedentary, and it is important to identify strategies to help people acquire healthy habits, such as exercise. The present study proposes the use of gamification as a strategy for encouraging users to exercise regularly, based on the possibilities offered by ‘smart’ devices such as smartbands.
Design: The work analyzes how individuals experience their participation in a gamification program, on the premise that it should provide an experience that is intrinsically motivating and fun. Also the moderator effect of the gender and age is examined on the relationship between their experience of participating in a gamification program and perceived self-efficacy.
Findings: The results show that individuals’ experience of participating in a gamification program exerts a positive influence on their perceived self-efficacy in the practice of sport or exercise. The study also finds that the variables ‘gender’ and ‘age’ moderate the relationship between their experience of participating in a gamification program and perceived self-efficacy, such that it exerts a greater influence on women and older people.
Practical and social implications: The practical implications for the professionals and institutions involved in promoting the adoption of regular sport and exercise in society are about taking advantage of the potential of wearable technology such as smartbands. The present study finds that the use of gamification for encouraging people to adopt regular physical activity is more effective for women than for men, and for older people than for younger users.
Originality/value: The findings of this study provide a better understanding of whether gamification is an appropriate strategy for helping participants to perceive themselves as
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having greater self-efficacy in their chosen sport or exercise, taking into account the moderating effect of participant gender and age.