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 2023:1 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 2023 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 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

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