Publicação
The Impact of Gamification in Smartwatches on Goal Pursuit and Engagement: Mediating Effects of Addiction and Self-Identity
| datacite.subject.fos | Ciências Naturais::Ciências da Computação e da Informação | pt_PT |
| dc.contributor.advisor | Pinto, Diego Costa | |
| dc.contributor.advisor | Carrilho, Mariana Girão | |
| dc.contributor.author | Lima, Catarina Santos | |
| dc.date.accessioned | 2025-11-10T10:51:49Z | |
| dc.date.available | 2025-11-10T10:51:49Z | |
| dc.date.issued | 2025-10-28 | |
| dc.description | Dissertation presented as the partial requirement for obtaining a Master's degree in Data Driven Marketing, specialization in Digital Marketing and Analytics | pt_PT |
| dc.description.abstract | The increasing integration of gamification in smartwatches is reshaping how individuals engage with fitness goals. This study investigates the impact of gamified smartwatches on goal intention, implementation intention, engagement, satisfaction, and interactivity, with a particular focus on the mediating roles of addiction, personal attachment, and self-identity. An experimental study was employed using vignette-based scenarios (gamified vs. nongamified smartwatches), with 200 participants. Results showed that gamification significantly enhanced perceptions of interactivity and satisfaction, but did not significantly affect goal intention, implementation intention, or engagement. Mediation analyses revealed that while personal attachment and self-identity positively influenced perceived interactivity and satisfaction, they did not significantly mediate the effect of gamification. Also, addiction negatively impacted satisfaction and interactivity but did not mediate the relationships tested. These findings offer a more nuanced view of gamification's influence, emphasizing the importance of emotional connection and cautioning against potential negative outcomes. This research contributes to the literature on consumer technology and self-tracking by highlighting both the motivational benefits and psychological risks of gamified wearable devices. | pt_PT |
| dc.identifier.tid | 204071216 | |
| dc.identifier.uri | http://hdl.handle.net/10362/190385 | |
| dc.language.iso | eng | pt_PT |
| dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | pt_PT |
| dc.subject | Smartwatch | pt_PT |
| dc.subject | Goal pursuit | pt_PT |
| dc.subject | Engagement | pt_PT |
| dc.subject | Consumer Behavior | pt_PT |
| dc.subject | Satisfaction | pt_PT |
| dc.subject | Health | pt_PT |
| dc.subject | SDG 3 - Good health and well-being | pt_PT |
| dc.title | The Impact of Gamification in Smartwatches on Goal Pursuit and Engagement: Mediating Effects of Addiction and Self-Identity | pt_PT |
| dc.type | master thesis | |
| dspace.entity.type | Publication | |
| rcaap.rights | openAccess | pt_PT |
| rcaap.type | masterThesis | pt_PT |
| thesis.degree.name | Mestrado em Mestrado em Marketing Analítico, especialização em Digital Marketing and Analytics | pt_PT |
