| Literature DB >> 31700652 |
Kiemute Oyibo1, Julita Vassileva1.
Abstract
Fitness applications aimed at behavior change are becoming increasingly popular due to the global prevalence of sedentary lifestyles and physical inactivity, causing countless non-communicable diseases. Competition is one of the most common persuasive strategies employed in such applications to motivate users to engage in physical activity in a social context. However, there is limited research on the persuasive system design predictors of users' susceptibility to competition as a persuasive strategy for motivating behavior change in a social context. To bridge this gap, we designed storyboards illustrating four of the commonly employed persuasive strategies (reward, social learning, social comparison, and competition) in fitness applications and asked potential users to evaluate their perceived persuasiveness. The result of our path analysis showed that, overall, users' susceptibilities to social comparison (βT = 0.48, p < 0.001), reward (βT = 0.42, p < 0.001), and social learning (βT = 0.29, p < 0.01) predicted their susceptibility to competition, with our model accounting for 41% of its variance. Social comparison partially mediated the relationship between reward and competition, while social learning partially mediated the relationship between social comparison and competition. Comparatively, the relationship between reward and social learning was stronger for females than for males, whereas the relationship between reward and competition was stronger for males than for females. Overall, our findings underscore the compatibility of all four persuasive strategies in a one-size-fits-all fitness application. We discuss our findings, drawing insight from the comments provided by participants.Entities:
Keywords: Persuasive strategies; competition; fitness app; gamification; intrinsic motivation; path model; reward; social comparison; social influence; social learning
Year: 2019 PMID: 31700652 PMCID: PMC6826916 DOI: 10.1177/2055207619878601
Source DB: PubMed Journal: Digit Health ISSN: 2055-2076
Persuasive strategies and their definitions.
| Strategy | Definition |
|---|---|
| Reward | Reward is a persuasive strategy that supports the giving of incentives to users for the accomplishment of their goals in a persuasive application. |
| Social learning | Social learning is a persuasive strategy that allows users to observe the behaviors and achievements of other users in a persuasive application. |
| Social comparison | Social comparison is a persuasive strategy that allows users to view and compare their behaviors and achievements with those of other users of a persuasive application. |
| Competition | Competition is a persuasive strategy that leverages the human natural drive to outperform one another to motivate user engagement in a target behavior in a persuasive application. |
Source: Oyibo K, Adaji I and Vassileva J.[18]
Figure 1.Storyboard illustrating social learning strategy in a fitness app.[18]
Figure 2.Hypothesized path model of competitive behavior in a fitness app.[11]
Participants’ demographic information.
| Criterion | (Female, Males, Others) = (95, 132, 1) |
|---|---|
| Age | 18–24 (15, 23); 25–34 (40, 81, 1); 35–34 (24, 21); 45–54 (13, 3); 54+ (3, 4) |
| Education | Technical/trade school (16, 25); high school (16, 22, 1); bachelor’s (49, 58); master’s (12, 21); doctorate (1, 5); Others (1, 1) |
| Country of origin | Canada (38, 50, 1); United States (42, 56); Others (15, 26) |
| Continent of origin | North America (77, 96, 1); South America (3, 7), Europe (6, 7); Africa (0, 11); Asia (6, 7), Middle East (2, 3); Others (1, 1) |
Figure 3.Global model of users’ susceptibility to competition in a fitness app.
Figure 4.Gender-based models of users’ susceptibility to competition (the bold path coefficients indicate there is a significant difference (p < 0.05) between the male group (n = 132) and the female group (n = 95)).
Effect Size and mediation based on the global model. VAF = variance accounted for; 0.02 ≤ VAF < 0.80 represents partial mediation; VAF ≥ 0.80 represents full mediation; 0.02 ≤ ES < 0.15 represents a small effect size; 0.15 ≤ ES < 0.35 represents a medium effect size; ES ≥ 0.35 represents a large effect size (Hair et al.[39]). ‘–’ defines no mediation.
| Global | Male | Female | |
|---|---|---|---|
|
| |||
| Social learning → Competition | 0.11 | 0.07 | 0.12 |
| Social comparison → Competition | 0.06 | 0.04 | 0.01 |
| Social comparison → Social learning |
|
|
|
| Reward → Social learning | 0.02 | 0.01 | 0.09 |
| Reward → Competition | −0.02 | 0.11 | −0.04 |
|
| |||
| Reward → Competition | 0.42 | 0.44 | 0.46 |
| Social comparison → Competition | 0.48 | 0.45 | 0.45 |
| Social learning → Competition | 0.29 | 0.32** | 0.37* |
|
| |||
| Reward → Social learning → Competition | 0.16 | – | – |
| Reward → Social comparison → Competition | 0.36 | 0.21 | 0.56 |
| Reward → Social comparison → Social learning | 0.38 | 0.45 | 0.30 |
| Social comparison → Social learning → Competition | 0.29 | 0.32 | 0.37 |
Note: Bold values represent strong effect sizes.
Positive participant comments supporting the relationships between the model’s constructs (motivators of competitive behavior). RW = Reward, SC = Social Comparison, SL = Social Learning, CT = Competition. The profile represents a participant’s average scores in the rating of the storyboards illustrating the persuasive strategies in terms of perceived persuasiveness. Overall persuasion profile average scores (RW, SC, SL, CT) = (4.13, 3.50, 3.71, 3.93).
| Reward | Social Comparison | Social Learning | Competition | Profile |
|---|---|---|---|---|
| I would want to reach my goals and get rewarded. | I would want to do better like my friends. | If friends and family are working hard it will make me want to as well. | I would want to beat my friends and family. | P18:RW = 5.75SC = 4.75SL = 5.50CT = 5.75 |
| Everyone needs some form of incentive or motivation even if it is self-motivation to reach their goals and reward is very compelling. | Similar to competitive leader boards being able to compare yourself to friends for a nice push is great. | I am fairly competitive and being able to see what my friends are doing may help push me even further to accomplish my goals. | I am competitive and seeing a leaderboard would push me to be on top week in and week out setting my limits to higher bounds. | P127:RW = 4.50SC = 4.75SL = 5.25CT = 5.75 |
| I would enjoy getting rewards when meeting my goals and the app would be relevant in this way. | Comparing how I'm doing with my friends would help me to motivate myself when down. | I would love comparing myself to friends and motivating each other! | Competition would spur me on too to do better! | P140:RW = 5.00SC = 6.00SL = 5.00CT = 5.00 |
| Again, the idea surrounding goal-setting and the rewards would vary by individual and for myself this does not get me excited to do a home workout but may have a slight influence in getting me to be more active. | This feature would hold me accountable to myself not to fall behind and therefore I would indeed look to make the necessary changes to my routine in order not to fall behind. | I like how this introduces an element of social competition as a means of motivation to continue and follow through with a workout plan as I am a competitive person this would work to motivate and influence me to not slack off or take unnecessary time away from physical activity. | This would motivate and influence me to push harder every day to achieve the top rank (or attempt to) therefore this level of competition does indeed convince influence. | P172:RW = 4.25SC = 6.00SL = 5.00CT = 6.00 |
Participant comments supporting the interelationships among the model’s constructs (demotivators of competition). RW = Reward, SC = Social Comparison, SL = Social Learning, CT = Competition. The profile represents a participant's average scores in the rating of the storyboards illustrating the persuasive strategies in terms of perceived persuasiveness. Overall persuasion profile average scores (RW, SC, SL, CT) = (4.13, 3.50, 3.71, 3.93).
| Reward | Social Comparison | Social Learning | Competition | Profile |
|---|---|---|---|---|
| I don't think that bonus points would really affect me because I work out for the enjoyment and strength that I gain. | I don't think that I would be motivated by comparing myself to what others have done. | While it would be nice to see what other people are doing, I don't think that would make me feel more motivated because we all have different goals. | I'm not very competitive. | P60:RW = 4.00SC = 3.00SL = 2.00CT = 1.00 |
| Don't care to get useless points, unless there is some real reward to be gained. | I don't like competition/comparison. | I hate comparison with other people. It's a silly. | I don't like competition/comparison. | P27:RW = 3.50SC = 1.00SL = 3.55CT = 1.00 |
| Getting points as a reward would not motivate me. | I do not want to be compared to other people. | This wouldn't help me. | I would not want other people seeing how I am doing. | P2:RW = 3.00SC = 3.00SL = 3.00CT = 2.00 |
| Reward features don't really interest me at all. I'm more focused on data and physical results of my workout than gaining points or a score. It just isn't my kind of thing, sorry. | Again, I'm not a social person so I wouldn't have any friends to compare my results with. However, I could see this being useful to others, but it is just a little too "social media-ish" for me, sorry. | This feature wouldn't be useful to me, but I'm a little different when it comes to social stuff. I feel that such a feature would be incredibly useful for most people, though. I don't engage in social media or talk with people very often… | I'm not the competitive type. I simply workout for my own results, not to obtain virtual rewards. This feature doesn't interest me. | P118:RW = 1.50SC = 1.75SL = 1.50CT = 3.50 |
Supported and unsupported hypotheses (relationships) in the global and gender-specific models.
| Hypothesis | Relationship | Global | Male | Female |
|---|---|---|---|---|
| H1 | Reward → Social learning | ✓ | × | ✓ |
| H2 | Reward → Competition | ✓ | ✓ | × |
| H3 | Reward → Social comparison | ✓ | ✓ | ✓ |
| H4 | Social comparison → Social learning | ✓ | ✓ | ✓ |
| H5 | Social comparison → Competition | ✓ | ✓ | ✓ |
| H6 | Social learning → Competition | ✓ | ✓ | ✓ |
“✓” indicates supported hypothesis (significant relationship); “×” indicates unsupported hypothesis (non-significant relationship).
Comparison of the supported and unsupported hypotheses (relationships) of the current study with those of a previous study.
Global | Male | Female | |||||
|---|---|---|---|---|---|---|---|
| Hypothesis | Relationship | C | P | C | P | C | P |
| H1 | Reward → Social learning | ✓ | × | × | ✓ | ✓ | × |
| H2 | Reward → Competition | ✓ | ✓ | ✓ | ✓ | × | ✓ |
| H3 | Reward → Social comparison | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| H4 | Social comparison → Social learning | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |
| H5 | Social comparison → Competition | ✓ | ✓ | ✓ | ✓ | ✓ | × |
| H6 | Social learning → Competition | ✓ | × | ✓ | × | ✓ | × |
Note: C = current study in a domain-specific context (fitness domain); P = previous study by Oyibo and Vassileva[11] in a domain-independent context.
“✓” indicates supported hypothesis (significant relationship); “×” indicates unsupported hypothesis (non-significant relationship).