TY - JOUR
T1 - How motivational feedback increases user's benefits and continued use
T2 - A study on gamification, quantified-self and social networking
AU - Hassan, Lobna
AU - Dias, Antonio
AU - Hamari, Juho
PY - 2019/6/1
Y1 - 2019/6/1
N2 - 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.
AB - 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.
KW - Continued use
KW - Feedback
KW - Gamification
KW - Hedonic design
KW - Quantified-self
KW - Social networking
UR - http://www.scopus.com/inward/record.url?scp=85058693405&partnerID=8YFLogxK
U2 - 10.1016/j.ijinfomgt.2018.12.004
DO - 10.1016/j.ijinfomgt.2018.12.004
M3 - Article
AN - SCOPUS:85058693405
SN - 0268-4012
VL - 46
SP - 151
EP - 162
JO - International Journal of Information Management
JF - International Journal of Information Management
ER -