How motivational feedback increases user’s benefits and continued use

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Hassan , L , Dias , A & Hamari , J 2019 , ' How motivational feedback increases user’s benefits and continued use : A study on gamification, quantified-self and social networking ' , International Journal of Information Management , vol. 46 , no. June , pp. 151-162 . https://doi.org/10.1016/j.ijinfomgt.2018.12.004

Title: How motivational feedback increases user’s benefits and continued use;
A study on gamification, quantified-self and social networking
Author: Hassan, Lobna; Dias, Antonio; Hamari, Juho
Contributor: Hanken School of Economics, Information Systems Science, Helsinki
Belongs to series: International Journal of Information Management
ISSN: 0268-4012
Abstract: With the increasing provenance of hedonic and social information systems, systems are observed to employ other forms of feedback and design than purely informational in order to increase user engagement and motivation. Three principle classes of motivational design pursuing user engagement have become increasingly established; gamification, quantified-self and social networking. This study investigates how the perceived prominence of these three design classes in users’ use of information system facilitate experiences of affective, informational and social feedback as well as user’s perceived benefits from a system and their continued use intentions. We employ survey data (N = 167) gathered from users of HeiaHeia; an exercise encouragement system that employs features belonging to the three design classes. The results indicate that gamification is positively associated with experiences of affective feedback, quantified-self with experiences of both affective and informational feedback and social networking with experiences of social feedback. Experiences of affective feedback are further strongly associated with user perceived benefits and continued use intentions, whereas experiences of informational feedback are only associated with continued use intentions. Experiences of social feedback had no significant relationship with neither. The findings provide practical insights into how systems can be designed to facilitate different types of feedback that increases users’ engagement, benefits and intentions to continue the use of a system.
Date: 2019-06-01
Subject: 512 Business and Management
Gamification
Social networking
Quantified-self
Feedback
Continued use
Hedonic design
KOTA2019
PREM2019_02
0 - Not open access
1 - Self archived
https://helda.helsinki.fi/dhanken/handle/10227/406213
0- Ingen av författarna har en utländsk affiliation
1- Publicerad utomlands
0- Ingen affiliation med ett företag
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