Please use this identifier to cite or link to this item: https://hdl.handle.net/10419/276152 
Year of Publication: 
2021
Citation: 
[Journal:] Marketing Review St.Gallen [ISSN:] 1865-7516 [Volume:] 38 [Issue:] 4 [Year:] 2021 [Pages:] 48-57
Publisher: 
Thexis Verlag, St.Gallen
Abstract: 
One in four consumers is insufficiently physically active, resulting in substantial health risks. Conventional activity tracking apps motivate consumers but can promote motivational crowding-out. Gamification can help overcome these challenges. This paper presents two case studies and introduces a new motivational framework for gamification.
Document Type: 
Article

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