Digital Mobile Services for Everyday Life

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    Digital Coaching - An Exploratory Study on Potential Motivators
    ( 2020-01-07) Mezei, Jozsef ; Sell, Anna ; Walden, Pirkko
    The objective of our study is to explore the importance of different sets of functionalities in a digital coaching system. Digital coaching is defined as systems providing the user with actionable advice and feedback to reach fitness goals. From previous research we identify five sets of functionalities likely to be important in the digital coaching context: mental support, exercise programs, goal setting, feedback and social functionality. We employ Fuzzy-set Qualitative Comparative Analysis to understand users’ opinions of digital coaching. Our results highlight the importance of exercise programs and goal setting functionality, whereas feedback and social functionality are surprisingly not so important. Some gender-related differences emerge.
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    Digital Mobile Services for Consumer Banking: Conceptualization and Implementation of Location-based Consumer Credits
    ( 2020-01-07) Wenzel-Ruelberg, Clemens ; Baiyere, Abayomi ; Lohmann, Patrick
    Interactions of banks with their customers are increasingly shifting to web and mobile channels. Being at risk of losing the role of the customer agent to FinTechs and digital challenger banks, incumbent banks are seeking ways to exploit technologies such as mobile phones as channels to generate insights and to sell products that their customers need. For many banks the potential of mobile banking to individualize products and personalize services from information collected by the mobile device’ sensory components are largely untapped. In this paper, we draw on design science research in exploiting spatio-temporal information to build an algorithmic model to target customers with credit offers. While past research aimed to solve similar problems mainly through customer segmentation, our approach demonstrates the benefits of having a transparent and interpretable decision model for each individual customer. Our artifact enables the development of digital products and services, without large-scale, often unavailable data.
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    Gameful Self-Regulation: A Study on How Gamified Self-Tracking Features Evoke Gameful Experiences
    ( 2020-01-07) Hassan, Lobna ; Xi, Nannan ; Gurkan, Bahadir ; Koivisto, Jonna ; Hamari, Juho
    Gamification has become one of the top engagement technology trends of recent times. It refers to designing and transforming systems, services, and activities to afford gameful experiences as good games do, commonly implemented through the utilization of familiar features from games. However, one of the persistent problems in academia and practice has been the lack of understanding of which systems features are more or less prone to facilitate which dimensions of the gameful experience. We investigate the relationships between user interaction with features related to goal-setting, self-tracking as well as prompts, and gameful experiences (accomplishment, challenge, competition, guidance, immersion, playfulness, and sociability) through a survey (N=201) in a gamified exercise service. Goal-setting and prompt features were positively associated with most dimensions of the gameful experience whereas self-tracking features were negatively associated with immersion and sociability while positively associated with feelings of accomplishment.
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    Introduction to the Minitrack on Digital Mobile Services for Everyday Life
    ( 2020-01-07) Dahlberg, Tomi ; Sell, Anna ; Walden, Pirkko