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ABSTRACT: Background
The use of health and fitness apps has been on the rise to monitor personal fitness and health parameters. However, recent research discovered that many users discontinue using these apps after only a few months. Gamification has been suggested as a technique to increase users' interactions with apps. Nevertheless, it is still not clear how gamification mechanisms encourage continued use and inspire user self-management.Objective
The main objective of this study was to articulate how gamification mechanisms in studies of designing and using health and fitness apps can contribute to the realization of information technology (IT) identity and positive behavioral outcomes. The broader goal was to shed light on how gamification mechanisms will translate into positive
SUBMITTER: Esmaeilzadeh P
PROVIDER: S-EPMC8406121 | biostudies-literature | 2021 Jul
REPOSITORIES: biostudies-literature