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Digital Innovations and Their Effect on User Interaction in Fitness Apps: A Comprehensive Review and Future Research Directions
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Digital Innovations and Their Effect on User Interaction in Fitness Apps: A Comprehensive Review and Future Research Directions (2024)Digital Innovations and Their Effect on U…The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach (2021)The Impact of Gamification-In…Enhancing user engagement: The role of gamification in mobile apps (2021)Enhancing user engagement: Th…Understanding sustained usage of health and fitness apps: Incorporating the technology acceptance model with the investment model (2020)Understanding sustained usage…The role of technology readiness in individuals' intention to use health and fitness applications: a comparison between users and non-users (2020)The role of technology readin…Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements (2020)Can gamification increases co…Objective User Engagement With Mental Health Apps: Systematic Search and Panel-Based Usage Analysis (2019)Objective User Engagement Wit…Linking technological functions of fitness mobile apps with continuance usage among Chinese users: Moderating role of exercise self-efficacy (2019)Linking technological functio…Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities (2018)Walking for fun or for “likes…Expanding the Technology Acceptance Model with the Inclusion of Trust, Social Influence, and Health Valuation to Determine the Predictors of German Users’ Willingness to Continue using a Fitness App: A Structural Equation Modeling Approach (2017)Expanding the Technology Acce…A game plan: Gamification design principles in mHealth applications for chronic disease management (2014)A game plan: Gamification des…Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement (2010)Preferred reporting items for…Brand Experience: What Is It? How Is It Measured? Does It Affect Loyalty? (2009)Brand Experience: What Is It?…Brand Engagement and Brand Experience at BBVA, the Transformation of a 150 Years Old Company (2008)Brand Engagement and Brand Ex…Towards a Methodology for Developing Evidence‐Informed Management Knowledge by Means of Systematic Review (2003)Towards a Methodology for Dev…Intention—Behavior Relations: A Conceptual and Empirical Review (2002)Intention—Behavior Relations:…Using implementation intentions to increase attendance for cervical cancer screening. (2000)Using implementation intentio…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)Implementation intentions and efficient action initiation. 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References

  • 2003Towards a Methodology for Developing Evidence‐Informed Management Knowledge by Means of Systematic Review15,354 cited
  • 2010Preferred reporting items for systematic reviews and meta-analyses: The PRISMA statement12,147 cited
  • 2009Brand Experience: What Is It? How Is It Measured? Does It Affect Loyalty?4,414 cited
  • 2002Intention—Behavior Relations: A Conceptual and Empirical Review3,683 cited
  • 2019Objective User Engagement With Mental Health Apps: Systematic Search and Panel-Based Usage Analysis956 cited
  • 2000Using implementation intentions to increase attendance for cervical cancer screening.483 cited
  • 2021Enhancing user engagement: The role of gamification in mobile apps441 cited
  • 2017Expanding the Technology Acceptance Model with the Inclusion of Trust, Social Influence, and Health Valuation to Determine the Predictors of German Users’ Willingness to Continue using a Fitness App: A Structural Equation Modeling Approach405 cited
  • 2014A game plan: Gamification design principles in mHealth applications for chronic disease management394 cited
  • 2019Linking technological functions of fitness mobile apps with continuance usage among Chinese users: Moderating role of exercise self-efficacy203 cited
  • 2020The role of technology readiness in individuals' intention to use health and fitness applications: a comparison between users and non-users167 cited
  • 2008Brand Engagement and Brand Experience at BBVA, the Transformation of a 150 Years Old Company151 cited
  • 2020

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Can gamification increases consumers’ engagement in fitness apps? The moderating role of commensurability of the game elements
125 cited
  • 2018Walking for fun or for “likes”? The impacts of different gamification orientations of fitness apps on consumers’ physical activities113 cited
  • 2021The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach112 cited
  • 2020Understanding sustained usage of health and fitness apps: Incorporating the technology acceptance model with the investment model106 cited
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