Leaderboards in Gamified Information Systems for Health Behavior Change: The Role of Positioning, Psychological Needs, and Gamification User Types

dc.contributor.author Schmidt-Kraepelin, Manuel
dc.contributor.author Ben Ayed, Maroua
dc.contributor.author Warsinsky, Simon
dc.contributor.author Hu, Shanshan
dc.contributor.author Thiebes, Scott
dc.contributor.author Sunyaev, Ali
dc.date.accessioned 2023-12-26T18:40:26Z
dc.date.available 2023-12-26T18:40:26Z
dc.date.issued 2024-01-03
dc.identifier.isbn 978-0-9981331-7-1
dc.identifier.other 444e40a7-eab2-41a4-bd2d-32db04908798
dc.identifier.uri https://hdl.handle.net/10125/106800
dc.language.iso eng
dc.relation.ispartof Proceedings of the 57th Hawaii International Conference on System Sciences
dc.rights Attribution-NonCommercial-NoDerivatives 4.0 International
dc.rights.uri https://creativecommons.org/licenses/by-nc-nd/4.0/
dc.subject Health Behavior Change Support Systems
dc.subject gamification
dc.subject health behavior change
dc.subject leaderboards
dc.subject ranking
dc.subject user types
dc.title Leaderboards in Gamified Information Systems for Health Behavior Change: The Role of Positioning, Psychological Needs, and Gamification User Types
dc.type Conference Paper
dc.type.dcmi Text
dcterms.abstract Leaderboards are widely used in gamified information systems (IS) for health behavior change (HBC) to evoke both instrumental and experiential outcomes within users. In literature, however, they are often discussed controversially as they are perceived positively by some users but discouraging by others. In this work, we investigate under which circumstances users’ position on the leaderboard influences their attitudes toward an mHealth app. Based on self-determination theory and the gamification user types hexad, we conducted an online experiment among 179 potential users. The results support our hypotheses that positioning influences perceived competence and relatedness, which alongside perceived autonomy positively impact users’ attitude. Yet, our findings do not support the assumption that the relationship between needs and attitude is moderated by gamification user type. This finding reinforces recent research which questions the effectiveness of user type-based gamification and calls to focus on general need satisfaction.
dcterms.extent 10 pages
prism.startingpage 3444
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