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