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European Social Marketing Conference 2026

July 8–10, 2026

MBS School of Business, Montpellier

[no title]

Friday, July 10, 2026 at 3:25 PM–3:45 PM CEST 
Room B2 (Entrance Level)
Proposed Conference Track

7. AI, Digital and technological impact on social behaviour

Submission Format

20 Minute Oral Presentation

Programme Listing

This session explores how achievement-, social-, and immersion-related gamification affordances shape psychological and behavioural outcomes in gamified well-being apps. Guided by Self-Determination Theory, the Technology Acceptance Model, and Expectation-Confirmation Theory, it shows that achievement visualization and narrative strengthen outcomes, cooperation supports health behaviour, and interactivity and rewardability may hinder outcomes, offering practical guidance for designing effective, user-centered gamified mobile apps.

Primary Contact

Natália Lemos, School of Economics, Management and Political Science, University of Minho; iBMS - Centre for Research in Business, Markets & Society, University of Minho

Presenters

Natália Lemos, School of Economics, Management and Political Science, University of Minho; iBMS - Centre for Research in Business, Markets & Society, University of Minho

Authors

Natália Lemos, School of Economics, Management and Political Science, University of Minho; iBMS - Centre for Research in Business, Markets & Society, University of Minho
Beatriz Casais, School of Economics, Management and Political Science, University of Minho; iBMS - Centre for Research in Business, Markets & Society, University of Minho; CICS.NOVA.UMinho, University of Minho
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