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dc.contributor.authorPolo Peña, Ana Isabel 
dc.contributor.authorFrías Jamilena, Dolores María 
dc.contributor.authorFernández Ruano, María Lina
dc.date.accessioned2024-03-20T13:26:04Z
dc.date.available2024-03-20T13:26:04Z
dc.date.issued2021
dc.identifier.citationPublished 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-02-2020-0020es_ES
dc.identifier.urihttps://hdl.handle.net/10481/90118
dc.descriptionThis study was carried out thanks to financing received from the National Research Project SEJ 2592 by the Campus de Excelencia Internacional-BIOTIC UGR.es_ES
dc.description.abstractPurpose: 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 3 having greater self-efficacy in their chosen sport or exercise, taking into account the moderating effect of participant gender and age.es_ES
dc.description.sponsorshipCampus de Excelencia Internacional-BIOTIC UGR: SEJ 2592es_ES
dc.language.isoenges_ES
dc.publisherEmeraldes_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectGamificationes_ES
dc.subjectSmartbandses_ES
dc.subjectMotivationes_ES
dc.subjectFunes_ES
dc.subjectPerceived self-efficacyes_ES
dc.subjectModerating effectes_ES
dc.titleInfluence of gamification on perceived self-efficacy: gender and age moderator effectes_ES
dc.typejournal articlees_ES
dc.rights.accessRightsopen accesses_ES
dc.identifier.doi10.1108/IJSMS-02-2020-0020
dc.type.hasVersionAMes_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
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