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Gamification and economic behavior

Geospatial insights into mobile exercise app usage in South Korea

Datos Bibliográficos

ID21689441
AutoresSeongsoo Jang (0000-0002-5948-0876, Cardiff University), Jinwon Kim (0000-0001-8620-161X, University of Florida, autor de correspondencia), Changwook Kim (0000-0002-7657-2094, Brock University)
Año2025
Volumen31
Número2
Páginas359-378
Fecha de publicación2025-03-01
Peer ReviewedSí
Open AccessSí
TipoARTICLE
RevistaTourism Economics (JOURNAL)
Identificadores de la revistaISSN: 1354-8166 • E-ISSN: 2044-0375
EditorialSAGE Publications (PUBLISHER • US)
DOI10.1177/13548166241280404
OpenAlexW4402335750
IdiomaEN
Citas recibidas4
Referencias citadas51

This study investigates how mobile exercise app-enabled gamified benefits (epistemic, personal integrative, and social integrative) independently and interactively influence economic outcomes from a nationwide perspective. Utilizing unique data on physical exercise and shopping activities collected from 7558 South Korean exercise app users over 3 years, we employed aspatial and spatial econometric models, along with visualization techniques, to examine the spatially varying relationships between gamified benefits and shopping behaviors at the municipality level. The results indicate that while social integrative benefits decreased shopping frequency and amount, the interaction terms of epistemic and social integrative benefits positively influenced shopping frequency. Furthermore, our spatial analysis suggests that the gamification–shopping relationship varied based on specific gamified benefits and across individual and clustered districts, cities, and counties across South Korea. These insights can guide local governments and tourism firms, suggesting opportunities to promote destination-specific gamified services for boosting the local economy

Advertising · Business · Geography · Geospatial analysis · Mobile apps · Remote sensing · Tourism · World Wide Web · Computer Science · Digital Marketing and Social Media · Educational Games and Gamification · Technology Adoption and User Behaviour · Marketing

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Obras citantes distintas4
Citas por año4
Intervalo de citas2025 - 2026 (2)
Velocidad de citacióncurrent
Altamente citadoNo
Tipos de citaNeutras: 4
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