how does intrinsic motivation moderate the effect of...

60
1 How Does Intrinsic Motivation Moderate The Effect of Gamification on The Sustained Use of Wearable Fitness Technology? A Quantitative Study -MASTER THESIS- Jonas Kose 931015 Rasmus Eriksson 920110 Antonio Tacke 911208 Supervisor: Urban Ljungquvist Examinator: Prof. Anders Pehrsson Date: 25th May 2017 Course: 4FE15E-Business Administration with Specialization in Marketing, Degree Project

Upload: ngohuong

Post on 22-May-2018

219 views

Category:

Documents


2 download

TRANSCRIPT

Page 1: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

1

How Does Intrinsic Motivation Moderate The Effect of Gamification on

The Sustained Use of Wearable Fitness Technology?

A Quantitative Study

-MASTER THESIS-

Jonas Kose

931015

Rasmus Eriksson

920110

Antonio Tacke

911208

Supervisor: Urban Ljungquvist

Examinator: Prof. Anders Pehrsson

Date: 25th May 2017

Course: 4FE15E-Business

Administration with Specialization in Marketing, Degree Project

Page 2: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

2

I Abstract

Purpose: The purpose of this study is to adress the influence of individual’s intrinsic motivation on

the impact of gamification on the sustained use of WFT.

Hypotheses:

H1: The higher the intrinsic motivation is, the lower is the impact of gamification aspects on

attitudes, motivation and hence sustained use of WFT.

Theories: The Influence of Attitudes and Motivation on Sustained WFT Use, Intrinsic Motivation,

Gamification, Gamification & WFT.

Methodology: Deductive, Quantitative & Correlational-Sectional Survey Research.

Findings: The results pointed out that intrinsic motivation negatively moderates the effect of

gamification aspects on attitudes, motivation and finally the sustained use of WFT devices. Hence,

the effect of gamification becomes lower as intrinsic motivation increases. Therefore, it can be

concluded that gamification aspects can be seen as useful method to prevent attrition of WFT

devices and facilitate sustained use for individuals that have a low intrinsic motivation to engage in

sports or physical activity. In order to prevent attrition and further a sustained usage of WFT for

high intrinsic motivation individuals, the use of gamification is not an effective way.

Page 3: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

3

II Table of Content

1. Introduction 5

1.1 Background 5

1.2 Problem Discussion 6

1.3 Purpose 8

2. Literature Review 9

2.1 The Influence of Attitude and Motivation on Sustained WFT Use 9

2.2 The Tri-Component Attitude Model 10

2.2.1 Affect 10

2.2.2 Cognition 10

2.2.3. Conation 11

2.3 Intrinsic Motivation 11

2.4 Gamification 12

2.5 Gamification in WFT 13

3. Conceptual Framework 15

4. Methodology 18

4.1 Research Approach, Research Design & Data Source 18

4.2 Data Gathering 19

4.3 Sampling 19

4.3.1 Sampling Method 19

4.3.2 Sample Size 19

4.4 Data Collection Method 20

4.4.1 Questionnaire Design 20

4.4.2 Operationalisation21 4.4.3 Pre-test 24 4.4.4 Data Gathering Process 24 4.5 Data Analysis Method 24

4.5.1 Linear Regression Analysis 24

4.6 Data Coding 26

4.7 Quality Criteria 26

5. Results 28

5.1 Descriptives 28

5.1.1 Demographics 28

5.1.2 Intrinsic Motivation 29

5.2 Hypothesis Testing 31

5.2.1 Simple Linear Regression Analysis 31

5.2.2 Multiple Linear Regression Analysis 33

5.3 Validity 36

5.3.1 Intrinsic Motivation 36

5.3.2 Attitude 37

5.4 Reliability 37

5.4.1 Intrinsic Motivation 38

5.4.2 Attitude 38

6. Discussion 39

Page 4: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

4

7. Conclusion 42

8. Implications, Limitations, & Future Research 43 8.1 Theoretical Implications 43 8.2 Managerial Implications 44 8.3 Limitations 45

8.4 Future Research 45

III References 47

IV Appendix 56

Page 5: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

5

1. Introduction

This introductory chapter briefly outlines the topic of wearable fitness technology (WFT) and the

Internet of Things (IoT). Further, the problem of attrition and the concept of gamification to further

sustained use are discussed, leading to the problem formulation and the statement of purpose.

1.1 Background

Wearable health and fitness technology (WFT) has been defined as lightweight devices that

transmit information about a variety of internal (e.g. heart rate) and external variables (e.g. running

distance). These devices can be worn either close to skin or directly on the skin (Düking et al.,

2016). Past year (2016), wearable technology in general was a $6-billion industry and is projected

to grow to a $25-billion industry by the year of 2019 (Halson et al., 2016). It has been argued that

the greatest advantages of using wearable technology lies within the healthcare and fitness sector

(Chan et al., 2012). Gao et al. (2015) have argued that in general there are two different types of

wearables within the field of healthcare, namely medical wearable devices and fitness wearable

devices. While the former refers to devices used to manage serious diseases, such as diabetes, the

latter refers to devices monitoring individuals’ daily activity in terms of steps taken, calories, sleep

etc. (Gao et al., 2015). Recently, WFT devices have reached a high popularity due to their ability to

constantly monitor and analyse an individual's health condition (Spil et al., 2017; Asimakopoulos et

al., 2017).

Moreover, it was found that WFT accounted for a majority (61%) of the wearable technology

market in 2014 (ABI Research, 2013). Zhou and Piramuthu (2014) have argued that the new

generation of WFT recently launched to the market is different from those of the past since these

devices are continuously connected to the internet and can communicate as well as synchronise with

other device. As such, these devices facilitate a digitalisation of everyday activities. This

phenomenon is referred to as the Internet of Things (IoT), which in detail has been defined as the

interconnectivity of electronic devices, allowing a digitalisation of everyday “things” (Ray, 2014;

Zhou & Piramuthu, 2014).

Page 6: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

6

Already in 2010, it has been mentioned that smartphones as well as wearable technologies are the

main drivers of the quick development of the IoT. Further, it has been estimated that there will be

around 16 billion interconnected devices by 2020 (Sundmaeker et al., 2010). Vermesan et al. (2017)

argue that the interaction between the real and the digital world is enabled by sensors and actuators

integrated into several devices used for everyday activities. This can be connected to the earlier

research of Zhou and Piramuthu (2014) who support that WFT devices are part of the IoT since

they are continuously interconnected.

1.2 Problem Discussion

Recent statistics have highlighted that even though WFTs have reached a new level of popularity,

there is a significant attrition problem which means that users quit using their devices relatively

quick (Fritz et al., 2014; Shih et al., 2015; Coorevits & Coenen, 2016; Ledger & McCaffrey, 2016;

Xu & Wang, 2016). While Shih et al. (2015) found that 75% of WFT users quit using their devices

after 1 month only, Xu & Wang (2016) argue that approximately one third of all users quit using

their WTFs within six months. Also, Ledger and McCaffrey (2016), who analysed data for

Endeavour Partners, support that there is a problem of attrition even though that their findings

indicate that the majority of users completely quit using their devices after 18 months. Spil et al. (2017) have argued that the wide range of wearables and their multitude of functions/

designs raise confusion among consumers with regards to their wants. Canhoto and Arp (2017)

claim that there is a theoretical relevance for marketing research, and in detail to the field of

consumer behaviour, to highlight how a continuous and sustained use of WFTs can be ensured.

While Coorevits and Coenen (2016) argue that users need more triggers and reminders to prevent

wearable attrition, other studies on WFT have addressed both the adoption process and the attrition

problem by investigating how attitudes and the motivation or behavioural intention to continuously

use such a technology are related (Zaremohzzabieh et al., 2015; Lunney et al., 2016,

Asimakopoulos et al., 2017). The results suggested that if a positive attitude towards WFTs is

maintained among users of such technologies, motivation is also sustained as well as a sustained

usage is more likely to occur (Lunney et al., 2016; Asimakopoulos et al., 2017).

Page 7: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

7

These results point out that attitude has an impact on motivation, which was earlier suggested by

several studies stating that attitude and motivation are strongly related and interdependent (Peak &

Jones, 1955; Beebe et al., 1999; Bakar et al., 2010). Moreover, social aspects in form of subjective norms, social support, social comparison have been

found to be positively related to motivation and therefore sustained usage of WFT (Chang et al.,

2016; Coorevits & Coenen, 2016; Lunney et al., 2016). One way to trigger motivation and hence

also sustained WFT usage, is through elements of gamification, which is defined as the application

of engaging and enjoyable mechanisms of games within a non-game setting (e.g. real world

scenarios) to create motivation and engagement for individuals. As such gamification principles can

have an engaging, rewarding as well as motivating function for individuals (Lister et al., 2014;

Miller et al., 2014; Alturki & Gay, 2016; Schwartz et al., 2016; Zhao et al., 2016). Similarly,

Lunney et al. (2016) mention that motivation can be activated by the perceived social pressure

involved with the gamified setting. These findings are consistent with the very recent study by

Asimakopoulos et al. (2017), arguing that the motivation of WFT users can be influenced by the

implementation of gamification, which they point out as a heuristic to maintain user motivation and

hence a sustained use of the devices. On the contrary, Vaughan (2016) found that gamification does

not contribute to the market success of wearable technology which shows that there is a degree of

discordance within this area of research.

Sultan (2015) as well as Lunney et al. (2016) have argued that research within the field of wearable

technology is still in its initial phases. Moreover, a considerable amount of research within the field

of wearable technology has been attributed to the establishment of accuracy and reliability of WFT

devices (Mahar et al., 2014; Takacs et al., 2014; Diaz et al., 2015; El-Amrawy, Pharm & Nounou,

2015; Huang et., 2016; Leininger et al., 2016; Pobiruchin et al., 2016) while, as Robson et al.

(2015) have argued, past research on the understanding of gamification as well as the mental

motivations changing individuals’ behaviours and habits has been rather scarce. This goes in line

with the statements of Spil et al. (2017) who suggest that there is a lack of knowledge on how to

integrate gamification as well as its effects on the industry of wearable technology. Further,

Asimakopoulos et al. (2017) suggest that future research on post-adoption behaviour is necessary in

order to comprehend how WFT user motivation can be successfully influenced in order to ensure a

sustained use of the devices.

Page 8: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

8

Also, it has been argued for more research on the effectiveness of gamification aspects when it

comes to the augmentation of long-term WFT user motivation (Asimakopoulos et al., 2017). As

Chang et al. (2016) have argued, enhancement of motivation is an essential element in order to

overcome the attrition issue. Canhoto and Arp (2017) even state that the usage of WFT devices is

depending on the personal goals of the user.

As it has been pointed out vide supra, there is need for a better understanding of the mental

motivations changing the behaviours and habits of individuals in the context of gamification

(Robson et al., 2015). When it comes to a successful and positive sporting experience, intrinsic

motivation1 has been identified as the most influential mental motivation (Duda, 2007; Vallerand,

2007). It has been commonly found that athletes with a high intrinsic motivation are more likely to

continue in their sporting experience because they perform an activity as a result of pleasure and

satisfaction (Sarrazin et al., 2002; Ntoumanis, 2005; Vallerand, 2007). Yet, it appears that none of

the recent studies that addressed the use of gamification aspects in a WFT context has paid attention

to the users’ intrinsic motivation to engage in sports or physical activity, even though that intrinsic

motivation has an essential impact on a positive sporting experience.

1.3 Purpose

The purpose of this study is to adress the influence of individual’s intrinsic motivation on the

impact of gamification on the sustained use of WFT.

1 Intrinsic motivation is described as a type of motivation which comes from the individual’s inner reason (e.g.

interest) (Ryan & Deci, 2000).

Page 9: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

9

2. Literature Review

The following chapter provides a review of prior research conducted within the area of attitudes,

motivation and sustained WFT use, the Tri-Component Attitude Model, intrinsic motivation,

gamification as well as gamification in the context of WFT.

2.1 The Influence of Attitude and Motivation on Sustained WFT Use

According to Peak and Jones (1995) attitude and motivation are two interdependent concepts, which

goes in line with the findings of Wang (2017). It means that these two concepts are firmly

correlated with each other. This is further consistent with Beebe et al. (1999) arguing that attitudes

are psychological compositions that build up motivation to perform a certain behaviour. Also,

Westen (1999) has stated that behaviour is considerably impacted by attitude as well as motivation.

Bakar et al. (2010) conducted a study investigating the relationship between achievement

motivation and attitude of students. The results support the interdependence of attitude and

motivation as a significant correlation was found (Bakar et al., 2010).

All these results highlight that there is a positive relationship between attitude and motivation (Peak

& Jones, 1955; Beebe et al., 1999; Bakar et al., 2010). Also, within the WFT literature results have

shown that there exists an interdependence between attitude and motivation. Several prior studies

on WFT have investigated how attitudes, motivation, and the behavioural intention to use such a

technology are related (Zaremohzzabieh et al., 2015; Lunney et al., 2016, Asimakopoulos et al.,

2017).

It has been commonly found that a positive attitude as well as motivation positively influence the

likelihood of sustained use of a WFT device (Fritz et al., 2014; Chang et al., 2016; Coorevits &

Coenen, 2016; Lunney et al., 2016; Asimakopoulos et al., 2017). The results of Asimakopoulos et

al. (2017), who researched how self-efficacy, motivation, and health technology factors impact

individuals’ attitudes towards WFT, supported this argumentation.

Page 10: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

10

Based on the results stated above it has been argued that attitudes towards WFT devices have a

positive impact on repeated and/or sustained use of WFT as well as they influence how engaging

the use of the WFT device feels for users. Simultaneously, it was pointed out that high motivation

has a positive influence on sustained use. This can be connected to Coorevits and Coenen (2016)

arguing that motivation created on the basis of social comparison can further the sustained use of a

WFT device. Also, Fritz et al. (2014) as well as more recently Chang et al. (2016) have argued that

increased motivation prevents attrition of the WFT since users have a higher willingness to achieve

their physical activity goals.

2.2 The Tri-Component Attitude Model

Lantos (2011) stated that three components, namely affect, cognition, and conation, build an

individual’s overall attitude towards an attitude object (AO). While the first component affect

regards individuals’ emotions towards the object, cognition relates to beliefs and thoughts one has

about the AO. Conation represents the behavioural intentions and actions in relation to the AO

(Lantos, 2011).

2.2.1 Affect

Affect relates to individuals’ general feeling or mood, which means the emotional appeals such as

like/dislike, love/hate towards an AO (Evans et al, 2009; Lantos, 2011, Chen & Cheng, 2012, Chih

et al., 2015). Chen & Cheng (2012) argued that affect regards to consumer evaluations that are

established upon how congruent the expectation of what the AO provides is with individuals’

perception of what actually is provided.

2.2.2 Cognition

Cognition refers to the descriptive beliefs and thoughts one has about an AO. Such beliefs usually

concern physical attributes the AO possesses as well as the cognitive value one can obtain from it

(Evans et al., 2009; Lantos, 2011).

Page 11: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

11

2.2.3. Conation

Conation has been referred to as predispositions relating to behavioural intentions and actions of

individuals with reference to an AO (Evans et al., 2009; Lantos, 2011, Chen & Cheng, 2012). Such

actions or behaviours are found on the affective as well as cognitive component (Lantos, 2011).

2.3 Intrinsic Motivation

Vallerand and Thill (1993) mention that motivation is affected by internal and/or external forces.

The two major types of motivation that have been researched are intrinsic and extrinsic motivation2

has been shown to be a key element for the success of athletes in sports (Gould, et al., 2002).

Furthermore, it has been described that the motivational process as a psychological construct

energises, directs and regulates the achievement behaviour (Vallerand, 2007). According to the Self-Determination Theory (SDT) human behaviour can be categorised into three

types of motivation. An individual can be either intrinsically motivated, extrinsic motivation, or

amotivated (Deci & Ryan, 1985; Ryan & Deci, 2000). This differentiation is based on distinct

reasons which humans have for an action or behaviour. The construct of intrinsic motivation was

first mentioned in an experimental study conducted by White (1959). Within the study, it was

discovered that many individuals engage in exploratory, playful, and curiosity-driven behaviour

even without any type of reinforcement or reward. Referring to humans, there are different types of

motivation, still intrinsic motivation is described as a pervasive and important one (Ryan & Deci,

2000). Furthermore, it has been stated that this natural motivational tendency is crucial regarding

cognitive, social, and physical development. Intrinsic motivation is described as a type of motivation which comes from the individual’s inner

reason, for instance interest. Within the SDT, intrinsic motivation has been argued to be the most

self-determined type of motivation (Duda, 2007; Vallerand, 2007).

2 Ryan and Deci (2000) describe extrinsic motivation as a construct that applies when an activity is done to achieve

a separable outcome, particularly instrumental values.

Page 12: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

12

A number of researchers have found specific behaviours and feelings which can be linked to being

intrinsically motivated. For instance, it appears to be the most influential component of a positive

and successful sporting experience (Duda, 2007; Vallerand, 2007). The research of Reinboth and

Duda (2006) shows that athletes who try to learn more about their field of sports and constantly try

to improve their performance can be linked to a high intrinsic motivation. Furthermore, individuals

who focus on their own performance as criterion for their accomplishment within sports have a

higher tendency to experience intrinsic motivation (Duda, Chi, Newton and Walling, 1995; Sit and

Linder, 2007). It has been commonly found that athletes with a high intrinsic motivation are more

likely to continue in their sporting experience because they perform an activity as a result of

pleasure and satisfaction (Ntoumanis, 2005; Sarrazin et al., 2002, Vallerand, 2007). Research has shown that the reason why athletes usually drop in motivation can be explained

through a shift towards extrinsic reasons. Introducing and withdrawing extrinsic rewards causes a

reduction and elimination of intrinsic motivation (Lepper, et al., 1973; Greene & Lepper, 1974;

Lepper & Greene, 1975).

2.4 Gamification

Vaughan (2016) states that gamification is the utilisation of the essential features of game playing

added to a specific product. Other researchers have explained gamification as the utilisation of

gaming characteristics aiming to change behaviours in non-game settings (Lister et al., 2014; Miller

et al., 2014; Alturki & Gay, 2016; Schwartz et al., 2016; Zhao et al., 2016). Swan (2009) explains

that companies employ a wide variety of persuasive methods as well social influence strategies in

order to stimulate user engagement. One of these strategies is gamification, where competitions and

challenges are common. Gamification also includes virtual rewards for activity related

achievements (Swan, 2009). Duhigg (2012) claims that the repetition of desired outcomes is the

very foundation of successful gamification. Following the motivational results of reinforcements

and emotions, these desired outcomes become a product of habit. Habits are created through the

provision of cues evoking behaviours that are subsequently rewarded. This, in turn, results into a

desired behaviour that is continuously reinforced (Duhigg, 2012). Robson et al. (2015) explain that

gamification can achieve behavioural change by rewarding desired customer behaviours, which in

turn gives rise to a more satisfying customer experience than the non-gamified alternative.

Page 13: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

13

Moreover, Robson et al. (2015) have, based on previous game design literature, developed a

framework aiming to explain how gamified experiences can be produced. This framework

summarises the interdependent relationship of three principles of gamification: mechanics,

dynamics, and emotions (MDE framework). Mechanics refer to the decisions that designers of a

gamified setting make to define goals, rules, setting, context, who the opponents are, as well as the

boundaries of the gamified setting. It has been argued that the mechanics are constant, in that they

do not change from one player to another, or from one game to another (Robson et al., 2015).

According to Carmerer (2003), the Dynamics of gamification relate to the development of various

types of behaviour as the players participate in the experience. Given the mechanics of a gamified

setting (the rules etc.), the dynamics represent how players adhere to these mechanics. Robson et al.

(2015) point out that the dynamics of gamification are coupled with a great amount of uncertainty,

as it is difficult to foresee how players will behave to the gamified mechanics. Dynamics include

behaviours as e.g. cooperation and cheating . Emotions of gamification have to do with the affective

states and reactions aroused inside the player when participating in the gamified experience. As

such, emotions are the consequence of how the players adhere to the mechanics, and in response to

these mechanics produce dynamics (Robson et al., 2015). Sweetser and Wyeth (2005) explain that it

is vital that emotions in gamified experiences are paired with the element of fun for the sake of

player engagement. Consequently, players will not continue to partake in a game if enjoyment on an

emotional level is absent. Robson et al. (2015) claim that the element of fun comes in a variety of

forms, e.g. excitement, amusement, astonishment, pride, etc.. However, players often times feel a

multitude of emotions, including negative feelings (Robson et al., 2015).

2.5 Gamification in WFT

Recent research has revealed that gamification has a positive impact on the motivation of WFT

users (Lunney et al., 2016; Zhao et al., 2016; Asimakopoulos et al., 2017). It has further been found

that the self-efficacy of WFT users (Asimakopoulos et al.,2017), usage among consumers who

already own a WFT device (Coorevits & Coenen, 2016), adoption of WFTs (Spil et al., 2017), and

engagement as well as satisfaction of WFT users (Zhao et al., 2016) are positively affected by

gamification. In contrast, the findings of Vaughan (2016) suggest that gamification is not a large

motivational influencer for many users.

Page 14: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

14

Henceforth, it is recommended that companies should pay less attention to gamification and direct

more focus towards increased data accuracy and goal oriented features (Vaughan, 2016). Similarly,

Canhoto and Arp (2017) argue that sustained use is more dependent on the accumulation of useful

and accurate data. Spil et al. (2017) go on to say that there is a considerable amount of uncertainty

among consumers, in that consumers do not specifically know what they are looking for in wearable

devices. The authors argue that this uncertainty may stem from the multitude of wearable devices

available today, where features and design vary remarkably.

Furthermore, current and potential consumers were found to have a positive attitude towards

gamified health apps. The authors suggest that this positive attitude stems from the fact that such

apps are in general perceived as useful and user-friendly. Lunney et al. (2016) specifically advice

WFT developers to look to how Fitbit has incorporated the element of gamification with their leader

board feature. The authors argue that the leader board is an effective way to motivate WFT users to

exercise. Canhoto and Arp (2017) argue that the belief that WFT devices will facilitate the user to

achieve more ordinary fitness goals, such as just being more active, are related to sustained use of

WFT devices. On the other hand, goals of a more specific nature were found to be related to loyalty,

although the patterns of use were unstable. Schwartz et al. (2016) argue that applying apps to WFTs

is one way to reduce the risks and barriers associated with wearables.

However, the vast majority of fitness apps (approximately 80 percent) are uninstalled after the first

time of usage. It is argued that this is caused by the lack of gamification elements in the

applications, as these applications rarely contain more than three elements of gamification. There

are a multitude of gamification elements (up to 26 possible elements have been proposed), where

leaderboards and social pressure are some examples. It is argued that these gamification elements

can increase the motivation of the users (Schwartz et al. 2016). Zhao et al. (2016) tested the

feasibility and possible advantages of applying gamification of health and fitness to WFTs. Their

findings suggest that player versus player and goal oriented games are suitable approaches to

gamify exercise and fitness in the context of wearable devices, as these approaches had a positive

effect on motivation, engagement, and satisfaction. However, goal oriented games had a more

positive effect on users’ engagement and motivation to exercise, while player versus player games

generated a higher overall satisfaction score (Zhao et al., 2016).

Page 15: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

15

3. Conceptual Framework

As the literature review vide supra has pointed out, the addition of essential game elements in non-

game contexts or settings, namely gamification, is an effective method to to increase an individual's’

attitude and motivation to engage in a specific behaviour (Lister et al., 2014; Miller et al., 2014;

Alturki & Gay, 2016; Schwartz et al., 2016; Vaughan, 2016; Zhao et al., 2016). Gamification does

not only stimulate individuals’ emotions, their enjoyment and engagement through its rewarding

mechanisms but furthermore, it can change behaviour by facilitating goal-setting. (Swan, 2009;

Robson et al., 2015). Since attrition, which means discontinuous behaviour, is the most essential

problem in the WFT industry (Fritz et al., 2014; Shih et al., 2015; Coorevits & Coenen, 2016;

Ledger & McCaffrey, 2016; Xu & Wang, 2016), gamification has recently been researched. The

results commonly showed that gamification had a positive influence both on user motivation as well

as their attitudes which, in turn, have the ability to influence sustained use of the WFT (Lunney et

al., 2016; Zhao et al., 2016; Asimakopoulos et al., 2017). As prior research has highlighted,

motivation and attitude are significantly correlated and interdependent (Peak & Jones, 1955; Beebe

et al., 1999; Bakar et al., 2010). The Tri-Component Attitude Model is a well established framework

incorporating affection, cognition, and conation. In other words these components represent feelings

(emotions), beliefs and behaviour. It has been determined that the third component conation

(behaviour) is a result of the other two components, as Lantos (2011) argues that actions or

behaviours are founded on the affective as well as cognitive component.

This can be connected to gamification since Robson et al. (2015) argue that emotions of a gamified

experience has to do with the affective states and reactions of players (users). It is further argued

that it is indispensable that the experience is coupled with the element of fun in order to facilitate

continued participation, thus sustained use. Fun can be; excitement, amusement, and astonishment

(Robson et al., 2015). In relation to beliefs Canhoto and Arp (2017) state the belief that WFT

devices will facilitate the user to achieve more ordinary fitness goals, (e.g. being more active) is

related to sustained use of WFT devices. Hence, the emotions and beliefs influenced by

gamification elements have an impact on the behavioural component. Hereof Robson et al. (2015)

have highlighted that gamification can achieve behavioural change by rewarding desired customer

Page 16: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

16

behaviours, which in turn gives rise to a more satisfying customer experience than the non-gamified

alternative.

Duhigg (2012) mentioned that following the motivational results of reinforcements and emotions,

these desired outcomes become a product of habit. Habits are created through the provision of cues

evoking behaviours that are subsequently rewarded. This, in turn, results into a desired behaviour

that is continuously reinforced (Duhigg, 2012).

Beside the motivation provoked by gamification, individuals have an intrinsic motivation to

perform a certain behaviour or action. These intrinsic motivations appear to be the most influential

component of a positive and successful sporting experience (Duda, 2007; Vallerand, 2007) and can

have different levels depending on the individual. Since gamification, as an external factor, has the

ability to change behaviour by making the user more motivated, one can assume that the natural

level of intrinsic motivation of the user can have an impact on the strength of the effect of

gamification. Reinboth and Duda (2006) have mentioned that athletes who are trying to learn more

about their field of sports and constantly trying to improve their performance can be linked to a high

intrinsic motivation. Furthermore, individuals who focus on their own performance as criterion for

their accomplishment within sports have a higher tendency to experience intrinsic motivation.

Hence, since gamification is usually applied in order to facilitate goal-setting and motivation it can

be assumed that the higher an individual’s intrinsic motivation is, the lower the impact of

gamification on attitudes, motivation and sustained use. This can be connected to several

researchers who have argued that athletes with a high intrinsic motivation are more likely to

continuously engage in sports because they perform an activity as a result of pleasure and

satisfaction (Ntoumanis, 2005; Sarrazin et al., 2002, Vallerand, 2007). Concludingly, the hypothesis (H1) vide infra are formulated:

H1: The higher the intrinsic motivation is, the lower is the impact of gamification aspects on

attitudes, motivation and hence sustained use of WFT.

Page 17: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

17

Figure 3 - Conceptual Model

The conceptual model reflects the theoretical framework resulting into the stated hypothesis above.

Existing theory has highlighted that gamification prevents attrition by impacting users’ attitude,

motivation and hence the sustained use of WFT. However, the level of intrinsic motivation one

naturally possesses can be different among individuals. The model hypothesizes that intrinsic

motivation is a moderator (H1). Based on existing theory, the authors hypothesize that when

intrinsic motivation increases, the effect gamification aspects have on sustained use will decrease

and vice versa (H2

Page 18: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

18

4. Methodology

The next chapter provides information about how the researchers plan to design the study, how

data is gathered and how the data is analyzed. Additionally, it explains how the gathered data is

coded into information and how the quality criteria is approached.

4.1 Research Approach, Research Design & Data Source

This research applies existing theories in order to formulate and test hypotheses. Since the

measurements and their relationship with other determinants are based on previous literature, a

deductive research approach is chosen for the present study (Giola et al., 2012).

The explanatory research conducted within the scope of this study aims to explain the effect

(moderation) that intrinsic motivation has on the effect of gamification on attitudes/motivation and

hence sustained use of WFT devices. The authors conduct a correlational research where the aim is

to investigate if intrinsic motivation, as a moderator, is correlated with the effect of gamification

aspects on attitudes, motivation and sustained use (Bryman & Bell, 2015). A correlational study can

have three different outcomes, namely positive correlation, negative correlation, or no correlation.

Typical features of a correlational study are that two or more variables are collected directly from

each respondent in the sample at a single point of time. Here, the predictor variable is commonly

collected before the criterion variable. Further, the data is treated as one group in the analysis. It is

important to note that a correlation does not necessarily include causation (Bryman & Bell, 2015).

Due to the limited amount of data found within the chosen field, primary data is collected through a

quantitative method, which helps the authors to get a generalisable result (Malhotra, 2010).

Page 19: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

19

4.2 Data Gathering

Primary data can be gathered through qualitative or quantitative research methods (Malhotra, 2010).

Since the purpose of this study is to identify how intrinsic motivation moderates the impact of

gamification aspects on sustained use of WFT, quantitative data gathering is the most suitable

method. This can be further explained due to the need to reach more conclusive and generalisable

findings.

4.3 Sampling

When data is collected from a sample, there are two essential parts researchers must consider

namely, sampling method and sample size (Bryman & Bell, 2015; Malhotra, 2010; Aaker et al.,

2016).

4.3.1 Sampling Method

Due to the limited amount of resources, this research uses a non-probability sample.

Using convenience sampling allows the authors to collect a large amount of respondents in a short

period of time. In comparison to other sampling processes this method is the least time intensive

sampling method (Malhotra, 2010). By using convenience sampling method, the researchers decide

on their own convenience who the participants in the research will be (Bryman & Bell, 2015).

Furthermore, this decision can be strengthened by the argument that no specific demographics or

other characteristics of respondents are required. The only criteria for the sample is that respondents

know what WFT is as well as the characteristics of WFT. However, convenience sampling is an

issue when it comes to the replicability of the study.

4.3.2 Sample Size

There are many different methods to determine the sample size (Aaker et al., 2016). A generally

accepted approach is the application of a rule of thumb. According to VanVoorhis and Morgan

(2007) the sample size should contain a minimum of 50 participants.

Page 20: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

20

With the intention to reduce sampling error and to increase the generalizability of the results, the

authors aim to reach a larger sampling size than suggested.

4.4 Data Collection Method

For the present study, survey research in the form of a questionnaire is the most suitable approach to

gather primary data, considering that the study is of quantitative nature and the author's chose a

correlational survey research as research design (Bryman & Bell, 2015). According to Bryman and

Bell (2015) a questionnaire is considered as a time effective tool to collect data. Additionally, the

likelihood to manipulate any of the answers decreases.

The questionnaire is used in order to measure how individuals’ intrinsic motivation moderates the

impact of gamification aspects on sustained use of WFT. In order to be able to measure the

moderation, the questionnaire identifies respondents’ natural intrinsic motivation. Next, it presents a

description of a fictive WFT device which integrates gamification aspects (product description with

focus on gamification features). Finally, the authors measure the respondent's’ attitude by applying

the Tri-Component Attitude Model in order to explore how sustained use changes depending on a

change in intrinsic motivation (see vide infra).

4.4.1 Questionnaire Design

The questionnaire is designed with the help of Google forms and consists of two pages. When the

questionnaire is posted on social media the post includes a brief introduction discussing what

participants can expect, ensuring ethical data management as well as a presentation of the authors of

this paper. The authors were also including that a price can be won when participating in the

questionnaire in order to increase the willingness to participate (see Appendix). Further, the first

page of the questionnaire starts with questions/statements (measurement items) regarding the

respondents’ intrinsic motivation. These questions have been formulated based on previous research

results stating that athletes who want to learn more about their type of sports and who frequently try

to surpass themselves can be regarded as being intrinsically motivated towards their sport (Sarrazin

et al., 2002; Ntoumanis, 2005; Reinboth & Duda, 2006; Duda, 2007; Vallerand, 2007).

Page 21: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

21

Hence, based on the answers on these questions, the authors will be able to measure the

respondents’ level of intrinsic motivation. The second page starts with a description of a gamified activity tracker (bracelet). In this description

the activity bracelet is called Actiboost X2 and the authors mention that it has all the features that

one would expect from a modern activity tracker in order to ensure that respondents’ answers on the

following statements are solely influenced by the gamification feature of the device. None of the

features is defined in order to ensure that answers are not biased by other features of the WFT than

gamification. In order to measure the effect of gamification aspects, the findings of Zhao et al.

(2016) are applied to create the description. As already mentioned, Zhao et al. (2016) suggest that

player versus player aswell as goal oriented games are suitable approaches to gamify exercise and

fitness in the context of wearable devices, since these approaches have a positive effect on users’

motivation, engagement, and satisfaction. In detail, goal oriented games had a more positive effect

on users’ engagement and motivation to exercise, while player versus player games generated a

higher overall satisfaction score (Zhao et al., 2016). Finally, statements (measurement items) to

measure respondents’ attitude and hence, motivation and sustained use are formulated with the help

of the Tri-Component Attitude Model. The statements are formulated for each component (affect,

cognition, conation) respectively. The specific statements can be seen in the operationalisation

below. Demographic control questions regarding the gender and age of the respondents were

included in the end of the questionnaire. The complete design of the questionnaire including the

description of the fictive activity bracelet can be found in Appendix.

4.4.2 Operationalisation

The following operationalisation is created in order to measure the moderation of intrinsic

motivation (moderator variable) on the effect of gamification (independent variable) on user

attitudes and hence their motivation and sustained use of WFT (dependent variable).

Page 22: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

22

!

Theoretical Concept Justification of Measurement Measurement Items

Intrinsic Motivation Intrinsic motivation appears to 1. How much do you train per

Intrinsic motivation is a type of

be the most influential week?

component of a positive and (10-Point Likert Scale)

motivation which comes from successful sporting experience

2. I find it important to engage

the individual’s inner reason, (Duda, 2007; Vallerand, 2007).

for instance interest, and is It has been commonly found in physical activity.

based on pleasurement and that athletes with a high (5-Point Likert Scale)

satisfaction intrinsic motivation are more

3. In general, engaging in

(Sarrazin et al., 2002; likely to continue in their

Ntoumanis, 2005; Reinboth & sporting experience because physical activity is not

Duda, 2006; Duda, 2007; they perform an activity as a inconvenient for me.

Vallerand, 2007). result of pleasure and (5-Point Likert Scale)

satisfaction (Sarrazin et al.,

4. I receive satisfaction through

2002; Ntoumanis, 2005;

Vallerand, 2007). As such, the exercising.

amount one trains depends on (5-Point Likert Scale)

the pleasure and satisfaction

5. I inform myself about my

that is attained through

training, which depends on sport to learn more about it.

intrinsic motivation. (5-Point Likert Scale)

Reinboth and Duda (2006) 6. I try so increase my training

state that athletes trying to performance constantly.

learn more about their field of (5-Point Likert Scale)

sports and constantly trying to

surpass themselves can be

regarded as being intrinsically

motivated toward their sport.

Tre-Component Model of Affection (Feelings) 1. I feel positive about the

Attitude (ABC) (Evans et al, 2009; Lantos, fitness device.

This model argues that an

2011; Chen & Cheng, 2012; (5-Point Likert Scale)

Chih et al., 2015).

2. I feel excited about the

individual’s overall attitude

Robson et al. (2015) argue that

towards an attitude object is fitness device.

founded on three components, emotions of a gamified (5-Point Likert Scale)

namely affect, cognition and experience has to do with the

3. The fitness device feels

conation (Evans et al., 2009; affective states and reactions of

Lantos, 2011) players (users). It is further entertaining.

argued that it is absolutely vital (5-Point Likert Scale)

that the experience is coupled

with the element of fun in

order to facilitate continued

participation. Fun can be:

excitement, amusement,

astonishment (Robson et al.,

2015).

Page 23: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

23

Cognition (Beliefs) The fitness device feels

(Evans et al., 2009; Lantos, entertaining.

2011) (5-Point Likert Scale)

Canhoto and Arp (2017) argue I believe that the fitness device

that the belief that WFT would help me to be more

devices will facilitate the user active.

to achieve more ordinary (5-Point Likert Scale)

fitness goals, such as just being

I believe that the fitness device

more active, are related to

sustained use of WFT devices. would help me to improve my

health condition.

(5-Point Likert Scale)

I believe that the fitness device

would help me to control my

weight and/or condition.

(5-Point Likert Scale)

Conation (Behaviour) I would be more motivated to

(Evans et al., 2009; Lantos, exercise if I used the device.

2011, Chen & Cheng) (5-Point Likert Scale)

According to Duhigg (2012) is I would develop new goals

the repetition of desired easier if I used the device.

outcomes the very foundation (5-Point Likert Scale)

of successful gamification.

I would have more fun

Following the motivational

results of reinforcements and exercising if I used the device.

emotions, these desired (5-Point Likert Scale)

outcomes become a product of

I would have a more satisfying

habit. Habits are created

through the provision of cues training experience if I used the

evoking behaviours that are device.

subsequently rewarded. This, (5-Point Likert Scale)

in turn, results into a desired

behaviour that is continuously

reinforced (Duhigg, 2012).

Robson et al. (2015) explain

that gamification can achieve

behavioural change by

rewarding desired customer

behaviours, which in turn gives

rise to a more satisfying

customer experience than the

non-gamified alternative.

Table 4.4.2 - Operationalisation

Page 24: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

24

4.4.3 Pre-test

According to Bryman and Bell (2015) authors should pre-test the data collection instrument to

increase the ability to generalize the result. Furthermore, pre-testing helps to identify possible errors

within the questionnaire which could result into misjudgment (Malhotra, 2010). To receive

feedback regarding the formulation of questions/statements, the questionnaire is shown to six

marketing students at Linnaeus University in Växjö, Sweden. Within the phase of pre-testing the

questionnaire was improved (formulation of questions/statements) to optimise the data gathering

process.

4.4.4 Data Gathering Process

Due to the limited amount of time and monetary resources, the authors expect to receive a higher

number of respondents by distributing the questionnaire online through social media (Facebook).

The authors focus on Facebook groups with active athletes as well as students due to the

convenience sampling method of this study and the easy access to these online networks. By the

statement that this study only considers people who already know wearable technology and its

characteristics in the Facebook postings, the authors made sure that the participants fit to the sample

group and have enough knowledge to be able to answer the statements properly.

4.5 Data Analysis Method

All data analyses are conducted with the help of the IBM SPSS Statistics software.

4.5.1 Linear Regression Analysis

Since the relationship between the independent (Gamification) and dependent variable (Attitudes/

Motivation to Sustained Use of WFT) in this study is known (positive), the authors aim to

investigate the effect of the moderator variable (Intrinsic Motivation) on the effect the independent

variable has on the dependent.

Page 25: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

25

Due to this setting a simple linear regression analysis is used to transform data into information

since there is only one independent variable. Malhotra (2010) state that a multiple regression

includes one dependent variables and at least two independent variables. When conducting a

multiple regression analysis, the focus is on strength of association, significance testing, and partial

regression coefficients as well as examination of residuals. A residual is the difference between the

predicted value by the regression model and the observed value. Furthermore, Malhotra (2010)

argue that the strength of association is measured by R2. Significance testing relates to testing the

significance of the entire regression equation. It also includes testing the significance of certain

partial regression coefficients (Malhotra, 2010). Aaker et al. (2016) describe that a linear regression analysis is a suitable method to describe, predict

and to control a relationship between a dependent and an independent variable (in this case

moderator variable). Moreover, it can display the strength of such a causal relationship (Malhotra,

2010; Aaker et al., 2016).

The Pearson correlation coefficient (R) measures the linear association between those two variables.

The value of R can range from -1, which represents a perfectly negative relationship, to +1, which

reflects a perfectly positive relationship, whereas a value of 0 shows that there exist no linear

relationship between the variables (Saunders et al., 2009). Furthermore, the coefficient of

determination R squared (R2) presents the degree to which data fits to the statistical model and will

provide an understanding of the goodness-of-fit of the actual data and its variation from the

regression line. A more precise value can be provided through R square adjusted, since it excludes

all alternative variable and only take the independent variable into account (Jianlong et al., 2015).

However, a correlation analyses only explains the strength of the relationship between the variables

and cannot explain the sort of relationship (Aaker et al., 2016). The unstandardized beta coefficient

reflects the change of the dependent variable when the independent variable changes by one unit

(Saunders et al., 2009). The authors used the independent variable of this study as a constant (description of a gamification

feature in WFT) that does not change and checked for moderation by entering the moderator

variable as the independent predicting variable in the regression analysis. Then the results show

how much the dependent variable will vary based on the variation in the moderator variable.

Page 26: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

26

The three components of the dependent variable (Affect, Cognition, Conation) are summed up to

one average dependent variable, namely attitude.

4.6 Data Coding

Before the authors are able to analyse the data, it has to be coded (Saunders et al., 2009). The

measurement items (statements) of the questionnaire are measured with a 5-point Likert scale where

1 represented strongly disagree, 2 disagree, 3 neither agree nor disagree, 4 agree while 5 represented

strongly agree. Only for the first question to measure intrinsic motivation (How much do you train

per week?) a 10-point Likert Scale, instead of a 5-Point Likert Scale, is applied in order to provide

respondents the possibility to answer more detailed and to limit restrictions.

The demographic control question regarding gender was measured with a nominal scale and coded

1 for female and 2 for male in SPSS. For the age, a ratio scale was used.

In SPSS the results were coded as follows: respondents between 18-25 were coded 1, between 26-

30 as 2 and 31-35 as 3, 4 represented 36-40, 5 between 41-45, and 46-50 was coded as 6. The final

age group of 50+ was coded as 7.

4.7 Quality Criteria

For the authors it is crucial to achieve a high quality of the research and be able to generalise the

results. To be able to do so, one has to ensure that all measures are useful and accurate (Aaker et al.,

2016). Through measuring reliability and validity of the questionnaire, the authors can ensure a high

quality of the measurements (Bryman and Bell, 2015). Furthermore, they describe that reliability

measures if the results are consistent over time which can be measured by calculating a Cronbach’s

Alpha. A Cronbach’s Alpha of 0.8 or higher is generally accepted and ensures reliability (Bryman

and Bell, 2015). In order to assure reliability the exact replicability of the study is required.

Page 27: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

27

Hence, the authors describe this methodology chapter in detail in order to facilitate the replicability

of the study (Asendorpf et al., 2013). However, as mentioned before, the non-probability sampling

method used in the present study is an issue when it comes to replicability.

The other core measurement is validity, which measures if the questions are measuring what they

intend to measure (Aaker et al., 2016). Through construct and face validity, the authors ensure that

the questions are valid. When conducting a Pearson correlation coefficient (R), a value between 0.3

and 0.9 assures construct validity (Dancey & Ridley, 2011). Face validity was ensured by sending

out the questionnaire design to two supervisors working at the marketing department of Linnaeus

University in Växjö, Sweden.

Page 28: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

28

5. Results

The following chapter displays the results of the questionnaire and the simple linear regression

analysis which was conducted to test the hypotheses. Further, the results of the validity tests as well

as the reliability tests for both the measurement items of the moderator variable and the

measurement items of the dependent variable are presented.

5.1 Descriptives

5.1.1 Demographics

As Figure 5.1.1a shows, 47.2% of the participants were female and 52,8% were male. Hence, the

gender of participants was nearly equally distributed.

Figure 5.1.1a - Descriptives: Gender

As shown in Figure 5.1.1b, the majority of participants were between the age of 18 and 25 (73). 54

respondents were between 26 to 30 years, and 31 respondents between 31 and 35 years old. 23

respondents were within the range of 36 to 40 years. Further, both groups, 41 to 45, and 46 to 50

contain 6 participants each. Only two participants were older than 50 years.

Page 29: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

29

Figure 5.1.1b - Descriptives: Age

5.1.2 Intrinsic Motivation

Table 5.1.2a shows the number of participants (n=195), the minimum average intrinsic motivation

score (1) as well as the maximum score (5,83). It can also be seen that the mean score (which is

somewhere around 4) is very close to the average score of 3,9761. Lastly, the table shows the

standard deviation (1,15482).

Descriptive Statistics

N Minimum Maximum Mean Std. Deviation

Intrinsic 195 1,00 5,83 3,9761 1,15482

Motivation

Valid N 195

(listwise)

Table 5.1.2a - Descriptives: Intrinsic Motivation

Page 30: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

30

The Table 5.1.2b shows how the different levels of intrinsic motivation are distributed among the

195 respondents. There are five different levels of intrinsic motivation: very low intrinsic

motivation (ranging from 1-1,83), low intrinsic motivation (ranging from 2-2,83), moderate

intrinsic motivation (ranging from 3-3,83), high intrinsic motivation (ranging from 4-4,83), and

very high intrinsic motivation (ranging from 5-5,83). The first column (Frequency) shows how

many respondents have an average intrinsic motivational score corresponding to the range of each

of the five levels. The next column (Percent) shows what percentage the average intrinsic

motivation scores correspond to, seen to the total amount of scores. The last column shows the

cumulative percentage. Here, it can be noted that the mean of average intrinsic motivation scores is

very close to the level of "High intrinsic motivation". Hence, there is no equal distribution of

respondents among the different levels and ranges.

Intrinsic Motivation

Frequency Percent Cumulative Percent

Very low intrinsic 2 1,0 1,0

motivation 1,0

1,17 1 0,5 1,5

1,33 3 1,5 3,1

1,50 2 1,0 4,1

1,67 1 0,5 4,6

1,83 1 0,5 5,1

Low intrinsic motivation 4 2,1 7,2

2,0

2,17 3 1,5 8,7

2,33 4 2,1 10,8

2,50 5 2,6 13,3

2,67 7 3,6 16,9

2,83 7 3,6 20,5

Moderate intrinsic 3 1,5 22,1

motivation 3,0

3,17 8 4,1 26,2

3,33 10 5,1 31,3

3,50 5 2,6 33,8

!30

Page 31: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

31

3,67 12 6,2 40,0

3,83 8 4,1 44,1

High intrinsic motivation 10 5,1 49,2

4,0

4,17 9 4,6 53,8

4,33 7 3,6 57,4

4,50 7 3,6 61,0

4,67 12 6,2 67,2

4,83 13 6,7 73,8

Very high intrinsic 14 7,2 81,0

motivation 5,0

5,17 13 6,7 87,7

5,33 12 6,2 93,8

5,50 5 2,6 96,4

5,67 4 2,1 98,5

5,83 3 1,5 100,0

Total 195 100,0

Table 5.1.2b - Descriptives: Intrinsic Motivation

5.2 Hypothesis Testing

5.2.1 Simple Linear Regression Analysis

Model Summary

Model R R Square Adjusted R Square

1 ,300a 0,09 0,085

Table 5.2.1a - Model Summary

Table 5.2.1a above shows the model summary of the simple linear regression analysis. R is the

Pearson correlation coefficient and shows that there is a correlation (0.3). The R Square adjusted of

0.085 and the R Square of 0.09 show that only 9% of the total variation in the dependent variable

‘attitude’ can be explained by the linear regression model.

Page 32: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

32

ANOVAa

Sum of Squares df Mean Square F Sig.

Regression 15,658 1 15,658 19,090 ,000b

Residual 158,305 193 0,820

Total 173,964 194

Note: a = Attitude/Motivation, b = Intrinsic Motivation

Table 5.2.1b - ANOVA

Table 5.2.1b presents the ANOVA of the simple linear regression analysis. It points out that the

variation in the dependent variable to the moderation of the effect of the independent variable is

statistically significant and a linear model exists. In other words, the variation in attitudes is

significant due to the different levels of intrinsic motivation which moderates the effect of the

independent variable, gamification, significantly. Thus, these results accept hypothesis 1 (H1).

Coefficientsa

Unstandardized Coefficients Standardized t Sig.

Coefficients

B Std. Error Beta

(Constant) 4,325 0,233 18,557 0,000

Intrinsic -0,246 0,056 -0,300 -4,369 0,000

Motivation

Note: a = Attitude/Motivation

Table 5.2.1c - Coefficients

Table 5.2.1c presents the coefficients from the simple linear regression analysis. The unstandardised

Beta coefficient intrinsic motivation shows how much the dependent variable (attitude) changes

when the intrinsic motivation increases by one unit. Thus, the change is -0.246, which means that

the average value of attitude decreases by a value of 0.246 when intrinsic motivation increases by

one unit. Hence, there is a negative moderating effect of intrinsic motivation on the effect that

gamification aspects have on attitudes and thus motivation and sustained use of WFT. Based on

these results it can be concluded that hypothesis 1 (H1) is accepted.

Page 33: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

33

Also, the significance level in this table highlights again that the variation in attitude towards a

WFT device can be considered as statistically significant (0.0), which also supports hypothesis 1

(H1). The authors also conducted two split-file regression analyses in order to see if there are significant

differences between males and females as well as the different age groups. However, no significant

differences were found between the different demographic characteristics. Also, due to the low R Squared in the simple linear regression analysis, the authors decided to

conduct a multiple linear regression analysis in order to test if more of the variation in attitude/

motivation can be explained by gender or age. The results of the miltiple regression analysis can be

found vide infra.

5.2.2 Multiple Linear Regression Analysis

Three models were generated by the multiple regression analysis. Model 1 tested again Intrinsic

Motivation as predictor, while Model 2 took the factor Age into consideration. Model 3 considered

Intrinsic Motivation, Age, as well as Gender as three predictors of a change in attitude/motivation.

Model Summary

Model R R Square Adjusted R Square

1 ,300a 0,09 0,085

2 ,307b 0,094 0,085

3 ,307c 0,095 0,08

Note: a = Intrinsic Motivation, b = Intrinsic Motivation, Age, c = Intrinsic Motivation, Age,

Gender Table 5.2.2a - Model Summary

Table 5.2.2a above shows the model summary of the multiple linear regression analysis. R is the

Pearson correlation coefficient and shows that there are correlations. The R Square adjusted of

0.085 and the R Square of 0.09 show that only 9% of the total variation in the dependent variable

‘attitude’ can be explained by intrinsic motivation. Also, it shows that only 9.4% of the variation in

attitude can be explained by intrinsic motivation and age, which is higher than for intrinsic

motivation alone. Finally, in model 3 a R Squared of 9.5% is shown.

Page 34: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

34

This means that intrinsic motivation, age, and gender together can predict only 9.5% of the variation

in the dependent variable. Hence, the R Squared value could not be increased by including age and

gender in the regression analysis.

ANOVAa

Model Sum of df Mean Square F Sig. Squares

1 Regression 15,658 1 15,658 19,090 ,000b

Residual 158,305 193 0,820

Total 173,964 194

2 Regression 16,431 2 8,216 10,013 ,000c

Residual 157, 532 192 0,820

Total 173,964 194

3 Regression 16,440 3 5,480 6,645 ,000d

Residual 157,523 191 0,825

Total 173,964 194

Note: a = Attitude/Motivation, b = Intrinsic Motivation, c = Intrinsic Motivation, Age, d = Intrinsic

Motivation, Age, Gender

Table 5.2.2b - ANOVA

Table 5.2.2b presents the ANOVA of the multiple linear regression analysis. It points out that the

variation in the dependent variable to the moderation of the effect of the independent variable is

statistically significant and a linear model exists. In other words, the variation in attitudes is

significant due to the different levels of intrinsic motivation, age, and gender which moderates the

effect of the independent variable, gamification, significantly.

Page 35: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

35

Coefficientsa

Model Unstandardized Coefficients Standardized t Sig. Coefficients

B Std. Error Beta

1 (Constant) 4,325 0,233 18,557 0,000

Intrinsic -0,246 0,056 -0,300 -4,369 0,000

Motivation

2 (Constant) 4,413 0,250 17,662 0,000

Intrinsic -0,242 0,056 -0,295 -4,284 0,000

Motivation

Age -0,45 0,47 -0,67 -0,971 0,333

3 (Constant) 4,404 0,262 16,828 0,000

Intrinsic -0,242 0,057 -0,295 -4,272 0,000

Motivation

Age -0,045 0,047 -0,066 -0,962 0,337

Gender 0,014 0,130 0,007 0,106 0,916

Note: a = Attitude/Motivation

Table 5.2.2c - Coefficients

Table 5.2.2c presents the coefficients from the multiple linear regression analysis. The

unstandardised Beta coefficient intrinsic motivation shows how much the dependent variable

(attitude) changes when the intrinsic motivation increases by one unit. Thus, the change is -0.246,

which means that the average value of attitude decreases by a value of 0.246 when intrinsic

motivation increases by one unit. Hence, there is a negative moderating effect of intrinsic

motivation on the effect that gamification aspects have on attitudes and thus motivation and

sustained use of WFT, which the simple linear regression analysis already showed.

The table also shows that both age and gender do not cause a major change in attitude/motivation

due to the low beta coefficients presented above. Further, the values of the coefficients for age and

gender are insignificant.

Page 36: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

36

5.3 Validity

5.3.1 Intrinsic Motivation

Correlations

Intrinsic Intrinsic Intrinsic Intrinsic Intrinsic Intrinsic Intrinsic Motivantio Motivation1 Motivation2 Motivation3 Motivation4 Motivation5 Motivation6

n Items

Intrinsic Pearson - ,564** ,522** ,522** ,544** ,661**

Motivation1 Correlation

Intrinsic Pearson ,564** - ,596** ,706** ,578** ,577**

Motivation2 Correlation

Intrinsic Pearson ,522** ,596** - ,502** ,481** ,499**

Motivation3 Correlation

Intrinsic Pearson ,522** ,706** ,502** - ,565** ,517**

Motivation4 Correlation

Intrinsic Pearson ,544** ,578** ,481** ,565** - ,517**

Motivation5 Correlation

Intrinsic Pearson ,661** ,577** ,499** ,517** ,643** -

Motivation6 Correlation

Notes: ** p < 0.01 (2-tailed)

Table 5.3.1 - Correlations: Intrinsic Motivation

Table 5.3.1 shows the correlation between the measurement items for intrinsic motivation. There

are three values displayed in the correlation analysis. The Pearson correlation coefficient shows the

direction and strength of the correlation. Firstly, all values are within the range of -1 and +1 which ensures that a correlation exists.. Further,

all values are positive which means that there is a positive correlation between all items used for the

moderator variable. The third part is the significance level (2-tailed). This level is below 0.05 for all

of the combinations between the items which reflects that these items are significantly correlated

with each other and in turn validates the moderator variable.

Page 37: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

37

5.3.2 Attitude

Correlations

Attitude Affect Cognition Conation components

Affect Pearson Correlation - ,755** ,760**

Cognition Pearson Correlation ,755** - ,832**

Conation Pearson Correlation ,760** ,832** -

Notes: ** p < 0.01 (2-tailed)

Table 5.3.2 - Correlations: Attitude Components

Table 5.3.2 displays the correlation between the measurement components (affection, cognition,

conation) for the dependent variable attitude, which includes motivation and sustained use. The Pearson

correlation coefficient (R) shows the direction and strength of the correlation. Firstly, all value are

within the range of -1 and +1 which ensures that a correlation exists. Further, all values are positive

which means that there is a positive correlation between all three components used for the dependent

variable. The third part is the significance level (2-tailed). This level is below 0.05 for all of the

combinations between the items which points out that these components are significantly correlated with

each other and in turn validates the measurement of the dependent variable.

In order to make sure that the specific measurement items (statements) used to measure each

component of attitude are valid, too, the authors conducted correlation analyses on all items for each

of the three respectively. The results here were similar to what the correlation analysis of the

components reflects (significant and positive correlation).

5.4 Reliability

A reliability test was performed for each theoretical concept to assure that the items are equivalent

to the measured concepts. Bryman & Bell (2011) have argued that a Cronbach’s Alpha with a value

of 0.8 or higher is an appropriate indicator for exceptional internal consistency reliability.

Page 38: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

38

5.4.1 Intrinsic Motivation

Reliability Statistics

Cronbach’s Alpha N of items

0,845 6

Table 5.4.1 - Cronbach’s Alpha: Intrinsic Motivation

Table 5.4.1 shows the Cronbach’s alpha for the moderator variable as well as the number of items

used to measure the variable. As the Table 5.4.1 shows is the Cronbach’s alpha above 0.8 (0.845)

which implies an exceptional internal consistency reliability. Thus, it is assured that all three

components measure the same concept, which is attitude.

5.4.2 Attitude

Reliability Statistics

Cronbach’s Alpha N of items

0,914 3

Table 5.4.2 - Cronbach’s Alpha: Attitude Components

Table 5.4.2 presents the Cronbach’s alpha for the dependent variable as well as the number of items

used to measure the variable which in this case means the components. As the Table 5.4.2 shows is

the Cronbach’s alpha above 0.8 (0.914) which implies an exceptional internal consistency

reliability. Hence, it is assured that all three components measure the same concept, which is

attitude. In order to make sure that the specific measurement items (statements) used to measure

each component of attitude are reliable as well, the authors conducted reliability analyses on all

items for each of the three components respectively. The results were similar to what the reliability

analysis of the components reflects (above 0.8).

Page 39: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

39

6. Discussion

Attrition, which means discontinuous usage, has been described as the most significant issue within

the industry of WFT (Fritz et al., 2014; Shih et al., 2015; Coorevits & Coenen, 2016; Ledger &

McCaffrey, 2016; Xu & Wang, 2016). Recent research has shown that the addition of gamification

elements to WFT devices can positively influence the motivation and attitude towards these devices

(Lunney et al., 2016; Zhao et al.,2016; Asimakopoulos et al., 2017). In turn, an increase in

motivation and/or attitude is positively related to sustained use of WFT devices (Fritz, 2014; Chang

et al., 2016; Coorevits & Coenen, 2016; Lunney et al., 2016; Asimakopoulos et al., 2017). Hence,

gamification can be seen as a means to prevent attrition of WFT devices. These findings go in line

with Westen (1999), arguing that behaviour is considerably impacted by attitude as well as

motivation. In contrast to the vast majority of current research arguing for the effectiveness of

gamification with regards to changing the consumer's behaviour, Vaughan (2016) suggests that

gamification is not a large motivational influencer for many users. The findings of the current paper

provide interesting insights to this opposing finding. These findings reveal that the intrinsic

motivation one has to engage in sports moderates the relationship between gamification and

positive attitudes and increased motivation and hence, sustained use of WFT. In detail, the higher

the intrinsic motivation, the less effective is gamification on motivation and attitude towards WFT.

As such, the reason as to why gamification aspects fail to serve as a strong motivational influencer

for some WFT users may be attributed to the different levels of intrinsic motivation among users.

Moreover, intrinsic motivation has been found to be the most influential component of a positive

and successful sporting experience (Duda, 2007; Vallerand, 2007). It has been commonly found that

athletes with a high intrinsic motivation are more likely to continue in their sporting experience

because they perform an activity as a result of pleasure and satisfaction (Sarrazin et al., 2002;

Ntoumanis, 2005; Vallerand, 2007). Research has also shown that the reason as to why athletes

usually drop in motivation can be explained through a shift towards extrinsic reasons, which has to

do with rewards that come from outside of the individual (Lepper, et al., 1973; Greene & Lepper,

1974; Lepper & Greene, 1975). Hence, it can be assumed that highly intrinsically motivated athletes

are less affected by extrinsic rewards than less intrinsically motivated athletes. Gamification

includes virtual rewards for activity related achievements (Swan, 2009).

Page 40: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

40

Robson et al. (2015) explain that gamification can achieve behavioural change by rewarding desired

customer behaviours, which in turn gives rise to a more satisfying customer experience than the

non-gamified alternative. This can be connected to the findings of the current paper. As

gamification builds upon rewarding a desired behaviour, the effectiveness of gamification on an

individual's attitude and motivation will depend on how the individual responds to these extrinsic

rewards, such as the virtual rewards provided by gamified apps connected to WFT. Hence,

gamification aspects in the context of WFT devices will arguably be less effective on changing the

behaviour of a highly intrinsically motivated individual, since this individual's motivation to engage

in physical activity does not rest on extrinsic rewards. In contrast, extrinsically motivated

individuals who are low in intrinsic motivation will likely be more affected by gamification in terms

of a change attitude/motivation, as their motivation to engage in fitness-related activities is

dependent on external influences (rewards). This can also be connected to the findings of Duda et

al. (1995) as well as Sit and Linder (2007), arguing that intrinsically motivated athletes focus on

their own performance as criterion for their accomplishment within sports. Therefore, the sense of

accomplishment is not relative the performance of others. Gamification of WFTs commonly

includes aspects of competitions and leaderboards (Swan, 2009). As such, the sense of

accomplishment is oftentimes relative to the performance of others when it comes to gamification

of WFT. Hence, the element of comparing the individual performance with the performance of

others within gamified WFT devices may not serve as a motivational influencer for intrinsically

motivated individuals, due to that the sense of accomplishment is reliant on one's own performance.

Consequently, the opposite should apply for extrinsically motivated individuals low in intrinsic

motivation. In this respect, a parallel can be drawn to the findings of Coorevits and Coenen (2016),

arguing that motivation created on the basis of social comparison can further the sustained use of a

WFT device.

Moreover, research has found specific behaviours and feelings which can be linked to intrinsic

motivation (Duda, 2007; Vallerand, 2007). E.g.,intrinsically motivated athletes are continuously

trying to enhance their performance (Reinboth & Duda, 2006). Drawing upon these findings, it

would appear that different levels of intrinsic motivation give rise to different training related goals.

Page 41: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

41

Within the research field WFT, Canhoto and Arp (2017) have argued that the belief that WFT

devices will facilitate the user to achieve more ordinary fitness goals, such as just being more

active, is related to sustained use of WFT devices. As intrinsic motivation has been argued to be the

most influential component of a positive and successful sporting experience (Duda, 2007;

Vallerand, 2007) as well as long-lasting sporting engagement (Ntoumanis, 2005; Sarrazin et al.,

2002, Vallerand, 2007), it can be assumed that ordinary fitness goals, such as "just being more

active", corresponds to a lower degree of intrinsic motivation. Hence, an individual who possesses

such ordinary fitness goals, would likely be more responsive to extrinsic rewards, and therefore

more affected by gamification. In this sense, gamification would help the individual to continuously

engage in physical activity by rewarding this behaviour, ultimately making exercising a habit,

which in turn would lead to sustained WFT use. Duhigg (2012) explains that habits are created

through the provision of cues evoking behaviours that are subsequently rewarded. This, in turn,

results into a desired behaviour that is continuously reinforced (Duhigg, 2012). On the other hand,

goals of a more specific nature have been found to be related to unstable usage of WFT devices

(Canhoto & Arp, 2017). By applying the same way of reasoning, goals of a more specific nature

may be related to a higher degree of intrinsic motivation. As such, individuals with more specific

goals should likely be less impacted by gamification, giving rise to unstable usage of the WFT

devices. In summary, gamification of WFT devices will arguably not prevent attrition to the same

extent for highly intrinsically motivated individuals as for extrinsically motivated individuals

(individuals low in intrinsic motivation), due to that highly intrinsically motivated individuals do

not need such external influences to engage in physical activity. This goes in line with Canhoto and

Arp (2017) stating that the usage of WFT devices is depending on the personal goals of the user.

Once again, this reflects back on the findings of the current study, stating that gamification is less

effective on changing the motivation and attitude of intrinsically motivated individuals.

Finally, the results have pointed out that the effect of gamification on attitude/motivation to WFT is

not dependent on age or gender. It seems as the character of one’s personal fitness goals, either

specific or more general, is not a product of age nor gender. The findings of the present study could

point out that intrinsic motivation can partly explain the variation in attitudes towards gamified

WFT devices. However, it appears that there is some other major factor(s) influencing one’s

attitude/motivation even more, which also impacts the sustained use of WFT.

Page 42: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

42

7. Conclusion

Based on the results of the statistical analysis and the discussion it can be concluded that intrinsic

motivation negatively moderates the effect of gamification aspects on attitudes towards WFT

devices, motivation and finally the sustained use of WFT devices. From this follows that the effect

of gamification decreases as intrinsic motivation increases. Hence, gamification aspects can be seen

as an useful method to prevent attrition of WFT and facilitate sustained use for individuals that have

a low intrinsic motivation to engage in sports or physical activity. The reason for this is that for

them extrinsic factors are necessary for a positive attitude, goal-setting and the creation of more

motivation which results into sustained usage of WFT devices. On the other hand, the results have

pointed out that individuals that have a high intrinsic motivation to engage in sports or physical

activity are less affected by gamification aspects. The reason here is that these individuals are

already highly motivated and have the ability to achieve their goals themselves. Hence, there is no

need to build up motivation with the help of external motivational factors like gamification aspects

of WFT. In order to prevent attrition and to further a sustained usage of WFT for highly intrinsically

motivated individuals, the use of gamification is not an effective way.

Page 43: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

43

8. Implications, Limitations, & Future Research

8.1 Theoretical Implications

It has been argued that research within the field of wearable technology is still in its infancy (Sultan,

2015; Lunney et al., 2016). Although, within this research field, a considerable amount of attention

has been dedicated to the establishment of accuracy and reliability of WFT devices (Mahar et al.,

2014; Takacs et al., 2014; Diaz et al., 2015; El-Amrawy, Pharm & Nounou, 2015; Huang et., 2016;

Leininger et al., 2016; Pobiruchin et al., 2016). Nevertheless, the concept of gamification has lately

gained momentum within this field of research (Lunney et al., 2016;Vaughan, 2016; Zhao et al.,

2016; Asimakopoulos et al., 2017). However, it has been pointed out that there is a need for a better

understanding of the mental motivations changing the behaviours and habits of individuals in the

context of gamification (Robson et al., 2015). Intrinsic motivation has been identified as the most

influential component of a positive and successful sporting experience (Duda, 2007; Vallerand,

2007). Yet scholars appear to have overlooked how intrinsic motivation affects the individual’s

response to gamification in terms of attitude, motivation, and sustained use. Following the future

research recommendations of Robson et al. (2015), the current paper adds to the research body of

gamification and WFT, by presenting a much needed understanding of how the mental motivations,

more precisely intrinsic motivation, moderate the well-established relationship between positive

attitudes/motivation and gamification. The current paper is to the knowledge of the authors the first

paper to address this research gap. The theoretical contribution of the study can also be connected to

Asimakopoulos et al. (2017) who recently argued that more research on the effectiveness of

gamification principles when it comes to the augmentation of long-term WFT user motivation is

needed. In this respect, the current paper provides useful insights as to how the WFT user's attitude,

motivation and hence sustained behaviour is affected by gamification when the factor intrinsic

motivation is taken into consideration.

Page 44: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

44

8.2 Managerial Implications

It has been argued that there is a need to establish how to successfully integrate gamification in a WFT

context (Spil et al., 2017). The findings of this paper provide helpful insights for managers and

marketers on how gamification can be integrated in a WFT context. Gamification is a means to prevent

attrition and to facilitate sustained use. Gamification can achieve this behaviour change by positively

influencing the attitude and motivation of WFT users (Fritz, 2014; Chang et al., 2016; Coorevits &

Coenen, 2016; Lunney et al., 2016; Asimakopoulos et al., 2017). However, the findings of the current

paper suggest that merely those who have low intrinsic motivation are positively affected by

gamification aspects in this matter. Consequently, gamification is not an effective method to ensure

sustained use among users who are highly intrinsically motivated to engage in sports or physical

activity. Arguably, gamification does not prevent attrition among individuals who are highly

intrinsically motivated. Rather, gamification could possibly even increase attrition among these

individuals. Based on past research it can be argued that highly intrinsically motivated individuals do

not need external influences (e.g. virtual rewards) in order to set goals and to engage in physical activity

(Lepper, et al., 1973; Greene & Lepper, 1974; Lepper & Greene, 1975). According to Reinboth and Duda (2006) are these individuals naturally engaged in trying to

increase their performance. Hence, they do not need additional motivational influences from outside

themselves (external).

Moreover, for these individuals the sense of accomplishment rests on their own performance (Duda,

Chi, Newton & Walling, 1995; Sit & Linder, 2007), while less intrinsically motivated individuals

with more ordinary fitness goals are more sensitive to social comparison. Individuals who are low

on intrinsic motivation benefit from extrinsic rewards in terms of developing goals and

continuously engaging in physical activity (Lepper, et al., 1973; Greene & Lepper, 1974; Lepper &

Greene, 1975). Hence, less intrinsically motivated individuals with more ordinary fitness ambitions

are reasonably more positively affected by gamification. As such, managers and marketers should

segment the WFT market accordingly. When trying to reach athletes with specific goals, such as

running a marathon, the functionality and accuracy of the device may be a suitable approach. Past

research has suggested that data accuracy (Vaughan, 2016; Canhoto & Arp, 2017) and data

usefulness (Canhoto & Arp, 2017) contribute to sustained use of WFT devices.

Page 45: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

45

On the other hand, when trying to reach individuals with more ordinary activity goals, such as

walking a given set of steps per day, gamification is presumably a much more suitable feature to

integrate and promote since the intrinsic motivation of the more ordinary exerciser is relatively low.

The element of fun (Sweetser and Wyeth, 2005) as well as the aspect of social interaction and

comparison contribute to a more fulfilling training experience, and will ultimately increase

engagement, which in turn would prevent attrition (Chang et al., 2016; Coorevits & Coenen, 2016;

Lunney et al., 2016).

8.3 Limitations

The results and conclusion of this study need to be treated with caution especially when it comes to

generalisation or the transfer to another context than wearable technology. The low R Squared (as

well as the R Squared Adjusted) show that a relatively small amount of the variation in attitude can

be explained by the linear regression model conducted. The authors consucted a multiple regression

analysis additional to the simple linear regression analysis in order to test if age and/or gender have

an impact on the variation in attitude. However, as the results showed the R Squared did not

increase significantly. Hence, there are other factors influencing the outcome which were not

investigated within the scope of this study. One reason for the low R Squared value could be the

sample size. Even though that much more of the least recommended amount of respondents was

reached, a larger sample would by reason represent the population in a better way. Also, this study

only focussed on the characteristic intrinsic motivation and the demographic factors gender and age.

Occupation and culture were ignored. Hence, it is not clear that the results are similar among

different occupations or cultures. Also, the replicability of the study cannot be completely ensured.

Even though that the implementation of the study has been described in detail the convenience

sampling method makes it difficult to replicate the results exactly.

8.4 Future Research

Based on the limitations stated vide supra, the authors have several recommendations for future

research. First of all, this study should be replicated with a larger sample size in order to see if a

higher R Squared (as well as the R Squared Adjusted) can be reached. Also, future research should

Page 46: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

46

focus on finding factors that can explain a majority of the variation in attitude, motivation, and

hence sustauned use of WFT (high R Squared) since the present study could not find this or these

particular factor(s).

Also, future research needs to investigate if there are differences among different demographic

characteristics for instance occupation, and culture which the present study did not regard. This is

necessary in order to assure a high external validity of the results and to make them more

generalisable.

Moreover, more research about the prevention of attrition and the facilitation of sustained use of

WFT device is necessary. The present study found that gamification is effective as long as intrinsic

motivation is low. Future research needs to clarify methods to prevent attrition and facilitate

sustained use of WFT for individuals with high intrinsic motivation in order to fill a theoretical

research gap and to provide advice for practitioners in the WFT industry. Finally, the authors

recommend to in detail investigate what role intrinsic and extrinsic motivation play when it comes

to the sustained use of WFT.

Page 47: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

47

III References

Aaker, DA., Kumar, V., Day, G. and Leone, R. 2016. Marketing research. 12th edition. John Wiley

& Sons. U.S.

ABI Research (2013). Wearable computing devices, like apple's iwatch, will exceed

485 million annual shipments by 2018. Retrieved online from https://www. abiresearch.com/press/wearable-computing-devices-like-apples-iwatch-will. Accessed 2017-04-12

Alturki, R. M., & Gay, V. (2007). A systematic Review on what features should be supported by

fitness apps and wearables to help users overcome obesity. International Journal of Research in

Engineering and Technology. Vol. 5, No. 9, pp. 197-206.

Asimakopoulos, S., Asimakopoulos, G., & Spillers, F. (2017). Motivation and user engagement in

fitness tracking: Heuristics for mobile healthcare wearables. Informatics - Multidisciplinary Digital

Publishing Institute. Vol. 4, No. 1, p. 5.

Asendorpf, J. B., Conner, M., De Fruyt, F., De Houwer, J., Denissen, J. J., Fiedler, K., ... &

Perugini, M. (2013). Recommendations for increasing replicability in psychology. European

Journal of Personality. Vol. 27, No. 2, pp. 108-119.

Bakar, K. A., Tarmizi, R. A., Mahyuddin, R., Elias, H., Luan, W. S., & Ayub, A. F. M. (2010).

Relationships between university students’ achievement motivation, attitude and academic

performance in Malaysia. Procedia-Social and Behavioral Sciences. Vol. 2, No. 2, pp. 1-5.

Beebe, S. A., Beebe, S. J. & Redmont, M. V. (1999). Interpersonal Communication: Relating to

Others. 2nd edition. Allyn & Bacon, U.S.

Bryman, A. and Bell, E. 2015. Business Research Methods. 4th edition. Oxford University Press

Inc. UK.

Page 48: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

48

Canhoto, A. I., & Arp, S. (2017). Exploring the factors that support adoption and sustained use of

health and fitness wearables. Journal of Marketing Management. Vol. 33, No. 1-2, pp. 32-60.

Camerer, C. (2003). Behavioral game theory: Experiments in strategic interaction. Princeton, NJ:

Princeton University Press. U.S.

Chan, M., Estève, D., Fourniols, J. Y., Escriba, C., & Campo, E. (2012). Smart wearable systems:

Current status and future challenges. Artificial intelligence in medicine. Vol. 56, No.3, pp. 137-156.

Chang, R. C. S., Lu, H. P., Yang, P., & Luarn, P. (2016). Reciprocal Reinforcement Between

Wearable Activity Trackers and Social Network Services in Influencing Physical Activity

Behaviors. JMIR mHealth and uHealth. Vol. 4, No. 3, pp. 1-12.

Chen, C. & Cheng, C. (2012). How online and offline behavior processes affect each other:

customer behavior in a cyber-enhanced bookstore. Quality & Quantity: International Journal of

Methodology. Vol. 47, No. 5, pp. 2539-2555.

Chih, W., Liou, D., & Hsu, L. (2015). From positive and negative cognition perspectives to explore

e-shoppers' real purchase behavior: an application of tricomponent attitude model. Information

Systems & e-Business Management. Vol. 13, No. 3, pp. 495-526.

Coorevits, L., & Coenen, T. (2016). The rise and fall of wearable fitness trackers. Academy of

Management. pp. 1-24.

Dancey, C.P. & Reidy, J. (2011). Statistics without maths for psychology. 5th edition. Pearson

Prentice Hall, U.S.

Deci, E.L., Ryan, R.M. (1985). Intrinsic motivation and self-determination in human behavior.

Kluwer Academic/Plenum Publishers, U.S.

Page 49: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

49

Diaz, K. M., Krupka, D. J., Chang, M. J., Peacock, J., Ma, Y., Goldsmith, J., Schwartz, J. &

Davidson, K. W. (2015). Fitbit®: An accurate and reliable device for wireless physical activity

tracking. International journal of cardiology. Vol. 185, pp. 138-140.

Duda, J.L., Chi, L.K., Newton, M., Walling, M.D. (1995). Task and Ego Orientation and Intrinsic

Motivation in Sport. International journal of sport psychology. Vol. 26, No. 1., pp. 40-63.

Duda, J.L. (2007). Motivation in a sport setting: A goal perspective approach. In: D. Smith, M. Bar-

Eli, Essential readings in sport and exercise psychology, pp. 78–102.

Duhigg, C. (2012). The power of habit: Why we do what we do in life and business. Random House

LLC, U.S.

Düking, P., Hotho, A., Holmberg, H., Fuss, F., Sperlich, B., & Dueking, P. (2016). Comparison of

Non-Invasive Individual Monitoring of the Training and Health of Athletes with Commercially

Available Wearable Technologies. Frontiers In Physiology, Vol. 7, p. 71.

El-Amrawy, F., & Nounou, M. I. (2015). Are currently available wearable devices for activity

tracking and heart rate monitoring accurate, precise, and medically beneficial? Healthcare

informatics research. Vol. 21, No. 4, pp. 315-320.

Evans, M., Jamal, A., Foxall, G. (2009). Consumer behaviour. Second Edition. John Wiley & Sons

Ltd, England.

Fritz, T., Huang, E. M., Murphy, G. C., & Zimmermann, T. (2014). Persuasive technology in the

real world: a study of long-term use of activity sensing devices for fitness. Proceedings of the

SIGCHI Conference on Human Factors in Computing Systems, pp. 487-496.

Gao, Y., Li, H., & Luo, Y. (2015). An empirical study of wearable technology acceptance in

healthcare. Industrial Management & Data Systems. Vol. 115, No. 9, pp. 1704-1723.

Page 50: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

50

Giola, D.A., Corley, K.G., and Hamilton, A.L. (2012). “Seeking Qualitative Rigor in Inductive

Research: Notes on the Gioia Methodology”. Organizational Research Methods. Vol. 16, No. 1. pp.

15-31.

Gould, D., Dieffenbach, K., & Moffett, A. (2002). Psychological characteristics and their

development in Olympic champions. Journal of applied sport psychology, Vol. 14, No.3, pp. 172-

204.

Greene, D., & Lepper, M. R. (1974). Effects of extrinsic rewards on children's subsequent intrinsic

interest. Child development. pp. 1141-1145.

Halson, S. L., Peake, J. M., & Sullivan, J. P. (2016). Wearable Technology for Athletes:

Information Overload and Pseudoscience? International Journal of Sports Physiology and

Performance. Vol. 2016, No. 11, pp. 705-706.

Huang, Y., Xu, J., Yu, B., & Shull, P. B. (2016). Validity of FitBit, Jawbone UP, Nike+ and other

wearable devices for level and stair walking. Gait & Posture. Vol. 48, pp. 36-41.

Jianlong, W., Jaaman, S. H., & Samsudin, H. B. (2015). R-squared measurement in multifactor

pricing model. In: A. Ahmad, N. H. A. Karim, N. I. Hassan, S. I. Zubairi, S. A. Bakar, Z. Ibarahim,

... & H. B. Samsudin, AIP Conference Proceedings. Vol. 1678, No. 1, p. 6.

Lantos, G. P. (2011). Consumer Behaviour in Action: Real-Life Applications for Marketing

Managers. Taylor & Francis, USA.

Ledger, D., & McCaffrey, D. (2016). How the science of human behavior change offers the secret

to long-term engagement. 2014. Retrieved online from http://endeavourpartners. net/white-papers.

Accessed: 2017-05-14.

Page 51: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

51

Leininger, L. J., Cook, B. J., Jones, V., Bellumori, M., & Adams, K. J. (2016). Validation and

accuracy of fitbit charge: A pilot study in a university worksite walking program. Medicine &

Science in Sports & Exercise. Vol. 48, No. 96, pp. 3-9.

Lepper, M. R., Greene, D., & Nisbett, R. E. (1973). Undermining children’s intrinsic interest with

extrinsic rewards: A test of the ‘‘overjustification’’ hypothesis. Journal of Personality and Social

Psychology. Vol. 28, pp. 129–137.

Lepper, M.R. & Greene, E.D. (1975). Turning play into work: effects of adult surveillance and

extrinsic rewards on children's intrinsic motivation. Journal of Personality and Social Psychology. Vol. 31, pp. 479-486.

Lister, C., West, J. H., Cannon, B., Sax, T., & Brodegard, D. (2014). Just a fad? Gamification in

health and fitness apps. JMIR serious games. Vol. 2, No. 2, p. 9.

Lunney, A., Cunningham, N. R., & Eastin, M. S. (2016). Wearable fitness technology: A structural

investigation into acceptance and perceived fitness outcomes. Computers in Human Behavior. Vol.

65, pp. 114-120.

Mahar, M. T., Maeda, H., Sung, H., & Mahar, T. F. (2014). Accuracy of the nike fuelband and fitbit

one activity monitors. Medicine and Science in Sports and Exercise. Vol. 46, No. 5, pp. 791.

Malhotra, N. (2010), Marketing research: An applied Approach. Pearson Education, U.S.

Miller, A., Cafazzo, J., & Seto, E. (2016). A game plan: Gamification design principles in mHealth

applications for chronic disease management. Health Informatics Journal. Vol. 22, No. 2, pp. 184-

193.

Ntoumanis, N. (2005). A prospective study of participation in optional school physical education

based on self-determination theory. Journal of Educational Psychology. Vol. 97, pp. 444–453.

Page 52: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

52

Peak, H. & Jones, M. R. (1955). Nebraska symposium on motivation: 1955 Lincoln University of

Nebraska Press. pp. 149-189.

Pobiruchin, M., Suleder, J., Zowalla, R., & Wiesner, M. (2017). Accuracy and adoption of wearable

technology used by active citizens: a marathon event field study. JMIR mHealth and uHealth. Vol.

5, No. 2, pp. 1-14.

Ray, P. P. (2014). Home Health Hub Internet of Things (H 3 IoT): an architectural framework for

monitoring health of elderly people. International Conference of Science Engineering and

Management Research (ICSEMR). pp. 1-3.

Reinboth, M., Duda, J.L. (2006). Perceived motivational climate, need satisfaction and indices of

well-being in team sports: A longitudinal perspective. Psychology of Sport and Exercise. Vol 7, pp.

269-286.

Robson, K., Plangger, K., Kietzmann, J. H., McCarthy, I., & Pitt, L. (2015). Is it all a game?

Understanding the principles of gamification. Business Horizons. Vol. 58, No. 4, pp. 411-420.

Ryan, R. M., Deci, E. L. (2000). Intrinsic and extrinsic motivations: Classic definitions and new

directions. Contemporary Educational Psychology. Vol. 25, pp. 54-67.

Sarrazin, P., Vallerand, R.J., Guillet, E., Pelletier, L.G., Cury, F. (2002). Motivation and dropout in

female handballers: A 21-month prospective study. European Journal of Social Psychology. Vol.

57, pp. 749-761.

Saunders, M., Lewis, P., Thornhill, A. (2009). Research methods for business students. 5th edition.

Pearson Education Limited, UK.

Page 53: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

53

Schwartz, B., Kapellusch, J. M., Schrempf, A., Probst, K., Haller, M., & Baca, A. (2016). Effect of

a novel two-desk sit-to-stand workplace (ACTIVE OFFICE) on sitting time, performance and

physiological parameters: protocol for a randomized control trial. BMC Public Health. Vol. 16, No.

1, p. 578.

Shih, P. C., Han, K., Poole, E. S., Rosson, M. B., & Carroll, J. M. (2015). Use and adoption

challenges of wearable activity trackers. iConference 2015 Proceedings.

Sit, C. H., & Lindner, K. J. (2007). Achievement goal profiles, perceived ability and participation

motivation for sport and physical activity. International Journal of Sport Psychology. Vol. 38, No.

3, pp. 283-303.

Solomon, M., Bamossy, G., Askegaard, S., Hogg, M. K. (2006). Consumer Behaviour: A European

Perspective. Third edition. Pearson Education Limited, UK.

Solomon, M. R., Bamossy, G., Askegaard, S., Hogg, M. K. (2010). Consumer Behaviour:

A European Perspective. Fourth Edition. Pearson Education Limited, UK.

Spil, T., Sunyaev, A., Thiebes, S., & Van Baalen, R. (2017). The Adoption of Wearables for a

Healthy Lifestyle: Can Gamification Help? Proceedings of the 50th Hawaii International

Conference on System Sciences.

Sultan, N. (2015). Reflective thoughts on the potential and challenges of wearable technology for

healthcare provision and medical education. International Journal of Information Management.

Vol. 35, No. 5, pp. 521-526.

Sit, C.H.P., Lindner, K.J. (2007). Achievement goal profiles, perceived ability and participation

motivation for sport and physical activity. International Journal of Sport Psychology. Vol. 38, No.3,

pp. 283-303.

Page 54: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

54

Sundmaeker, H., Guillemin, P., Friess, P., & Woelfflé, S. (2010). Vision and challenges for

realising the Internet of Things. Cluster of European Research Projects on the Internet of Things,

European Commision. pp. 1-229.

Swan M. (2009). Emerging patient-driven health care models: an examination of health social

networks, consumer personalized medicine and quantified self-tracking. International journal of

environmental research and public health. Vol. 6, No. 2, pp. 492–525.

Sweetser, P., & Wyeth, P. (2005). GameFlow: a model for evaluating player enjoyment in games.

Computers in Entertainment (CIE). Vol. 3, No. 3, p. 3.

Takacs, J., Pollock, C. L., Guenther, J. R., Bahar, M., Napier, C., & Hunt, M. A. (2014). Validation

of the fitbit one activity monitor device during treadmill walking. Journal of science and medicine

in sport/Sports Medicine Australia. Vol. 17, No. 5, pp. 496-500.

Vallerand, R. J., & Thill, E. E. (1993). Introduction au concept de motivation. Introduction à la

psychologie de la motivation. pp. 3-39.

Vallerand, R. J. (2007). Intrinsic and extrinsic motivation in sport and physical activity. Handbook

of Sport Psychology, Vol. 3, pp. 59-83.

VanVoorhis, C.R.W., & Morgan, B.L. (2007). Understanding Power and Rules of Thumb for

Determining Sample Sizes. Tutorials in Quantitative Methods for Psychology. Vol. 3, No. 2. pp. 43-

50.

Vaughan, M. (2016). The Success of Wearables. The University of Arizona - University Libraries.

pp. 1-28.

Vermesan, O., Friess, P., Guillemin, P., Gusmeroli, S., Sundmaeker, H., Bassi, A., Jubert, I., Mazura,

M., Harrison, M., Eisenhauer, M. & Doody, P. (2011). Internet of things strategic research roadmap. Internet of Things-Global Technological and Societal Trends. Vol. 1, pp. 9-52.

Page 55: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

55

Wang, S. H. (2017). Effects of Goal Setting on Female Middle School Students' Physical Activity

Levels and Motivation Toward Exercise. Florida State University Libraries. pp. 1-95.

Westen, D. (1999), Psychology: Mind, Brain, and Culture. 2nd edition, John Wiley & Sons, Inc.,

U.S.

White, R. W. (1959). Motivation reconsidered: The concept of competence. Psychological Review.

Vol. 66, No. 5, p. 297.

Xu, X. & Wang, X. (2016). Fitbit: The Business about Wrist. Richard Ivey School of Business

Foundation. pp. 1-14.

Zaremohzzabieh, Z., Abu Samah, B., Muhammad, M., Omar, S. Z., Bolong, J., Hassan, M. S., &

Shaffril, H. A. M. (2015). A test of the technology acceptance model for understanding the ICT

adoption behavior of rural young entrepreneurs. International Journal of Business and

Management. Vol. 10, No. 2, pp. 158.

Zhao, Z., Etemad, S. A., & Arya, A. (2016). Gamification of exercise and fitness using wearable

activity trackers. Proceedings of the 10th International Symposium on Computer Science in Sports

(ISCSS). pp. 233-240.

Zhou, W., & Piramuthu, S. (2014). Security/privacy of wearable fitness tracking IoT devices.

Information Systems and Technologies (CISTI), 2014 9th Iberian Conference on. pp. 1-5.

Page 56: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

56

IV Appendix

Facebook Post:

Hello!

We are three marketing students who are currently writing our master’s thesis (Jonas, Rasmus &

Antonio). The paper is about wearable fitness technology (WFT). We are now in the need of your

help. If you are familiar with wearable fitness trackers (you do not have to own one yourself), we

would highly appreciate if you would answer our questionnaire. Your answers will be completely

anonymous. They will also only be accessible for the authors. If you participate in the study, you

have the chance to win a wearable fitness tracker (MI Band 2 by Xiaomi).

If you have any questions or remarks, please do not hesitate to contact us at:

[email protected].

Thank you for your participation!

Questionnaire Design:

How much do you train per week?

1 2 3 4 5 6 7 8 9 10

Not at all O O O O O O O O O O Very often

much

I find it important to engage in physical activity.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

In general engaging in physical activity is not inconvenient for me.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

Page 57: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

57

I receive satisfaction through exercising.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I inform myself about my sport to learn more about it.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I try to increase my performance constantly.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

________________________________________________________________________________

Actiboost X2 is a wearable fitness tracker equipped with all the features you would expect from a

modern activity bracelet. The bracelet does also come with a mobile application that can be synced

to the bracelet. The mobile application is designed to facilitate and develop your training goals. In

the application you and your friends can choose to follow each other's development and set up

internal competitions. The application also allows you to easily follow your own development. In a

game-like format, your development is illustrated graphically in the form of a flower that blooms

and grows as your training progresses. As the player achieves milestones in terms of distance,

distance per unit of time, calorie consumption, etc., the flower develops and new levels become

available. If the user's activity decreases, the flower will eventually wither and die. Each training

session is followed by a summary where data, e.g. calorie consumption and distance are reported.

Page 58: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

58

I feel positive about the fitness device.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I feel excited about the fitness device.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

The fitness device feels entertaining.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I believe that the fitness device would help me to be more active.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I believe that the fitness device would help me to improve my health condition.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I believe that the fitness device would help me to control my weight and/or condition.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

Page 59: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

59

I would be more motivated to exercise if I used the device.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I would develop new goals easier if I used the device.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I would have more fun exercising if I used the device.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

I would have a more satisfying training experience if I used the device.

strongly 1 2 3 4 5 strongly

disagree O O O O O agree

What is your gender?

O Female

O Male

Page 60: How Does Intrinsic Motivation Moderate The Effect of ...lnu.diva-portal.org/smash/get/diva2:1108453/FULLTEXT01.pdf · How Does Intrinsic Motivation Moderate The Effect of ... The

60

What is your age?

O 18 - 25

O 26 - 30

O 31 - 35

O 36 - 40

O 41 - 45

O 46 - 50

O 50+

By entering my mail/phone number, I would like to participate in the competition where the

winner gets a fitness tracker (MI Band 2 by Xiaomi).

________________________________________________________________________________