2019
DOI: 10.24251/hicss.2019.181
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Investigating the Relationship Between User Ratings and Gamification – A Review of mHealth Apps in the Apple App Store and Google Play Store

Abstract: Gamification of mHealth apps is regarded as a promising approach to counteract decreasing longterm motivation of mHealth app users. Although gamification has received tremendous attention from researchers interested in mHealth apps, little is known about the extent to which gamification is used in real world mHealth apps today and whether the implementation of gamification actually pays off for app developers by, for example, positively influencing user ratings. Within this research, we investigate the impleme… Show more

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Cited by 17 publications
(9 citation statements)
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“…In this regard, additional measures for mHealth app popularity (eg, user rating or number of users) could be taken into account in order to include more niche mHealth apps in the analysis. Such research could additionally contribute to the upcoming research stream that aims to assess the potential effect that gamification may have on mHealth app success [ 25 ]. Fourth, the coding of each mHealth app by only 1 researcher might have led to false classification in terms of the gamification approaches, which then could have impacted the cluster analysis.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…In this regard, additional measures for mHealth app popularity (eg, user rating or number of users) could be taken into account in order to include more niche mHealth apps in the analysis. Such research could additionally contribute to the upcoming research stream that aims to assess the potential effect that gamification may have on mHealth app success [ 25 ]. Fourth, the coding of each mHealth app by only 1 researcher might have led to false classification in terms of the gamification approaches, which then could have impacted the cluster analysis.…”
Section: Discussionmentioning
confidence: 99%
“…However, most studies investigate the psychological or behavioral effects that occur when introducing specific game design elements (eg, points, leaderboards) or a combination of different elements to a certain mHealth app [ 24 ]. The stream of research that is closest to our work has been concerned with investigating the extent to which game design elements have been implemented in real-world mHealth apps and analyzing their relationships to various other constructs such as app popularity [ 15 ], user ratings [ 25 , 26 ], or the use of health behavior theory constructs [ 15 ]. To the best of our knowledge, no research exists that has explicitly examined the emergence of specific dominant gamification approaches in the domain of mHealth apps and the relationship to their targeted health behaviors.…”
Section: Introductionmentioning
confidence: 99%
“…This information plays an important role in the decision process of choosing an app to download. Additionally, apps with higher user ratings and ranks have high visibility and installation (40,43). User ratings and frequency of app download are a measure of acceptability and popularity of the mobile app, indicating a favorable user experience (44), however, limited literature is available for evaluating the role of user ratings and quality of apps.…”
Section: This Study Highlights the Review Of Apps On Hypertensionmentioning
confidence: 99%
“…The work [13] addressed one of the types of use cases to be attempted through learning user reviews. The authors proposed to examine whether the approach of gamification in the mHealth app could garnish positive response from the user.…”
Section: Literature Reviewmentioning
confidence: 99%