Gamification and economic behavior
Geospatial insights into mobile exercise app usage in South Korea
Datos Bibliográficos
| ID | 21689441 |
|---|---|
| Autores | Seongsoo 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) |
| Año | 2025 |
| Volumen | 31 |
| Número | 2 |
| Páginas | 359-378 |
| Fecha de publicación | 2025-03-01 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Tourism Economics (JOURNAL) |
| Identificadores de la revista | ISSN: 1354-8166 • E-ISSN: 2044-0375 |
| Editorial | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/13548166241280404 |
| OpenAlex | W4402335750 |
| Idioma | EN |
| Citas recibidas | 4 |
| Referencias citadas | 51 |
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 distintas | 4 |
|---|---|
| Citas por año | 4 |
| Intervalo de citas | 2025 - 2026 (2) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 4 |