Published on in Vol 9, No 3 (2021): Jul-Sep

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/28282, first published .
The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States

The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States

The Influence of Gamification and Information Technology Identity on Postadoption Behaviors of Health and Fitness App Users: Empirical Study in the United States

Authors of this article:

Pouyan Esmaeilzadeh1 Author Orcid Image

Journals

  1. Fang Z, Liu Y, Jiang F, Dong W. How does family support influence digital immigrants' extended use of smartphones? An empirical study based on IT identity theory. Journal of the Association for Information Science and Technology 2023;74(12):1463 View
  2. Suppan M, Stuby L, Harbarth S, Fehlmann C, Achab S, Abbas M, Suppan L. Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study. JMIR Serious Games 2021;9(4):e33003 View
  3. Mustafa A, Ali N, Dhillon J, Sedera D. An Integrated Model for Evaluating the Sustainability of Gamified Mobile Health Apps: An Instrument Development and Validation. Healthcare 2023;11(7):1051 View
  4. Fabbrizio A, Fucarino A, Cantoia M, De Giorgio A, Garrido N, Iuliano E, Reis V, Sausa M, Vilaça-Alves J, Zimatore G, Baldari C, Macaluso F. Smart Devices for Health and Wellness Applied to Tele-Exercise: An Overview of New Trends and Technologies Such as IoT and AI. Healthcare 2023;11(12):1805 View
  5. Ozdamli F, Milrich F. Positive and Negative Impacts of Gamification on the Fitness Industry. European Journal of Investigation in Health, Psychology and Education 2023;13(8):1411 View
  6. Maddah M, Esmaeilzadeh P, Mirzaei T. An Experimental Study to Examine Relationships Between IT Identity and Users’ Post-Adoption Behaviors for Different Types of Health Applications. Information Systems Management 2024;41(3):238 View
  7. Nash K. Exploring the Impact of Self-Concept and IT Identity on Social Media Influencers’ Behavior: A Focus on Young Adult Technology Features Utilization. International Journal of Human–Computer Interaction 2024;40(22):6941 View
  8. Flavián C, Ibáñez-Sánchez S, Orús C, Barta S. The dark side of the metaverse: The role of gamification in event virtualization. International Journal of Information Management 2024;75:102726 View
  9. Ray A, Jain M, Ma L, Alhamzi K, Ray A, She L. The impact of personality traits, barriers and gamification on Gen X continuance intention for mobile credit bill payment apps.. Journal of Financial Services Marketing 2024;29(3):1154 View
  10. Shrivastava S, Bankar N, Badge A, Mishra V, Tiwade Y, Bandre G. Ten Thousand Steps Per Day: To Follow Or Not? Is There Any Role of Technology?. Journal of Pharmacy and Bioallied Sciences 2024;16(Suppl 3):S2952 View
  11. Wang T, Wang W, Feng J, Fan X, Guo J, Lei J. A novel user-generated content-driven and Kano model focused framework to explore the impact mechanism of continuance intention to use mobile APPs. Computers in Human Behavior 2024;157:108252 View
  12. Lu X, Ren F, Wang X, Meng H. How Gamified Interactions Drive Users’ Green Value Co-Creation Behaviors: An Empirical Study from China. Sustainability 2024;16(9):3512 View
  13. Berger M, Jung C. Gamification preferences in nutrition apps: Toward healthier diets and food choices. DIGITAL HEALTH 2024;10 View
  14. Lopez-Barreiro J, Alvarez-Sabucedo L, Garcia-Soidan J, Santos-Gago J. Towards a Blockchain Hybrid Platform for Gamification of Healthy Habits: Implementation and Usability Validation. Applied System Innovation 2024;7(4):60 View
  15. Deng Z, Wang Y, Li G, Evans R. Physician Satisfaction With Clinical Decision Support Systems: Impact of Technology Identity and Computer Self-Efficacy. IEEE Transactions on Engineering Management 2024;71:13905 View
  16. Sharma V, Payal R, Dutta K, Poulose J, Kapse M. A comprehensive examination of factors influencing intention to continue usage of health and fitness apps: a two-stage hybrid SEM-ML analysis. Cogent Business & Management 2024;11(1) View
  17. Bai Z, Xu C, Ailikamujiang A, Sun Y. The dark side of gamification: an experimental study on digital fitness apps. Kybernetes 2024 View
  18. Liu A, Urquía-Grande E, López-Sánchez P, Rodríguez-López Á. The power of play in microfinance: Examining the effect of gamification on customer relationship management performance. Journal of Behavioral and Experimental Finance 2024;44:100972 View
  19. Zhang W, Wang M, Li D. Consumer resistance to mobile health consultation: the role of IT affordances and IT identity. Aslib Journal of Information Management 2024 View

Books/Policy Documents

  1. Liu Y, Heimgärtner R. Culture and Computing. View
  2. Zhou J, Jung J, Kueh C. HCI International 2023 – Late Breaking Papers. View
  3. Chandra Nigam A, Chanda R. Resilient Businesses for Sustainability. View