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Lifestyle Apps: Can Gamification Simultaneously Engage Users and Enhance Business Value?

Manole, Theodor-Mihail (2024) Lifestyle Apps: Can Gamification Simultaneously Engage Users and Enhance Business Value?

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Abstract:Lifestyle apps are growing in popularity, but often struggle with engaging consumers while also creating business value. Due to poor user retention, a lack of strong marketing campaigns, or the absence of personalization features, among others, lifestyle apps need to strive for change to keep up with their competitors, and gamification may offer that possibility. Consequently, ten interviewees provided insight into their experience with lifestyle apps and gamification, and their answers were analyzed through the lens of the Gioia method—an inductive qualitative approach. This process yielded a set of general remarks that the participants seemed to agree upon, but also allowed room for unique ideas to surface, ultimately leading to an emergent model composed of Content, Identity, Accessibility, Motivation, and Ethical Concerns that all impact App Usage. Finally, a set of recommendations was created that account for all elements within the model, thus directly answering the research question. Overall, this paper provides a strong business-related basis for lifestyle apps, which can further be paired with additional research from different perspectives.
Item Type:Essay (Master)
Faculty:BMS: Behavioural, Management and Social Sciences
Subject:01 general works, 85 business administration, organizational science
Programme:Business Administration MSc (60644)
Link to this item:https://purl.utwente.nl/essays/98398
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