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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Self-tracking and gamification of physical activity: Effects on wellbeing</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Elaine Marie Grech</string-name>
          <email>elaine.m.grech@um.edu.mt</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Marie Briguglio</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emanuel Said</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Malta</institution>
          ,
          <addr-line>Msida, MSD2080</addr-line>
          ,
          <country country="MT">Malta</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>1</volume>
      <fpage>8</fpage>
      <lpage>21</lpage>
      <abstract>
        <p>The use of physical activity trackers and gamification can have wide-ranging benefits, however, their effect on wellbeing has not yet been sufficiently examined in literature. Our study examines whether gamified and non-gamified self-tracking experiences create positive psychological responses that yield enhanced wellbeing. We gathered data on self-reported happiness and life satisfaction before and after a four-week self-tracking experience of physical activity, with and without the use of gamification. We measured the users' emotional and cognitive responses and parsed out the effect of these psychological outcomes on the users' subjective wellbeing. We found that users' perceived usefulness of the experience was associated with an increase in the individuals' life satisfaction, while enjoyment and interest were linked to an increase in the individuals' happiness. Both gamified and non-gamified selftracking experiences evoked similar positive emotional and cognitive responses, yielding similar gains in wellbeing. Future research could explore long-term health and wellbeing impacts. Self-tracking; gamification; psychological outcomes; life satisfaction; happiness; wellbeing</p>
      </abstract>
      <kwd-group>
        <kwd>gather</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>In the realm of physical activity, exercise and
wellbeing, there is widespread use of wearables,
physical
activity
trackers,
mobile
fitness
applications, and extensive use of gamification to
promote and maintain regular physical activity
[1]. The aim of these technologies is arguably to
provide the</p>
      <p>motivational enforcement through
self-knowledge on one’s physical activity, goal
setting, social influence, and social support to
achieve
self-improvement
goals
[2],
[3].</p>
      <p>
        Literature suggests that self-tracking experiences
and gamification can have beneficial effects on
the users’ wellbeing [4], [
        <xref ref-type="bibr" rid="ref50">5</xref>
        ]. However, the effect
of these behavioral interventions on wellbeing has
not been sufficiently examined [4], [6]–[8].
      </p>
      <p>We question</p>
      <p>whether experiences of
selftracking
and
gamification
create
positive
emotional and cognitive responses that yield
enhanced wellbeing. To answer this question, we
ORCID:</p>
      <p>2023 Copyright for this paper by its authors. Use permitted under Creative
data
and
in
conjunction with the use of gamification. We
measure the users’ emotional (enjoyment and
interest) and cognitive (perceived usefulness)
responses and parse out the effect of these
psychological outcomes on the users’ subjective
wellbeing. We also examine whether gamification
enhances the effects compared to a non-gamified
self-tracking experience.</p>
      <p>Through the findings of this study, we extend
our understanding of the psychological responses
that enhance wellbeing and contribute to the
literature on gamification and self-tracking.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Literature 2.1.</title>
    </sec>
    <sec id="sec-3">
      <title>Theoretical underpinnings</title>
      <p>Self-tracking technologies (also referred to as
quantified self) [9] enable people to collect data
about themselves. Physical activity trackers help
people realize their level of physical activity or
rather inactivity. The provision of personal
informatics data received through the use of
activity trackers initiates a process of
selfreflection and evaluation [10], [11]. This process
brings about behavior change opportunities for
self-improvement [12], [13]. The desirable
behaviors are facilitated through goal setting,
reminders, and goal achievement [13], [14].
Selftracking experiences facilitate informational
feedback and simultaneously also bring about
hedonic and affective responses [2], [15]. The
informational feedback provided by self-tracking
experiences help users realize the utilitarian value
and perceived usefulness of the activity, which in
turn acts as a motivational tool [2], [16]. When
individuals recognize and identify the perceived
value of an activity, they internalize and integrate
the desired behavior, yielding self-motivation and
enhanced subjective wellbeing [17].</p>
      <sec id="sec-3-1">
        <title>Gamification defined as ‘the use of game</title>
        <p>
          design elements in non-game contexts’ [18, p. 1]
is commonly integrated with self-tracking
technologies to enhance the intervention’s
intended effects and promote engagement [4], [
          <xref ref-type="bibr" rid="ref50">5</xref>
          ].
Gamification serves a dual-purpose, users can
derive both hedonic and utilitarian benefits [19],
[20]. The intrinsically motivating positive
experience that gamification is intended to
provide supports the initiation, reinforcement, and
maintenance of healthy behaviors [4]. The
hedonic design of gamified systems offers the
potential to generate a positive affective
experience that enhances the users’ perceived
benefits and sustain continued usage of
selftracking technologies [4]. The use of gamification
is known to evoke affective experiences [2], [3]
and satisfy intrinsic needs [21]. The positive
experience provided through the use of
gamification could potentially have a direct
contribution to wellbeing [4].
        </p>
        <p>Wellbeing is defined as ‘a person’s cognitive
and affective evaluations of his or her life’ [22, p.
187]. Extant literature provides evidence that
leisure-time physical activity is correlated with
positive affect, life satisfaction [23], and
happiness [24], [25]. The magnitude of this
association is small [23]. The literature has
identified that subjective wellbeing is also
affected by other factors, including the
individual’s health (physical and mental), the
individual’s lifecycle stage, income and
employment, education, relationship status,
religious participation, socialization, environment
quality and cultural participation [26].</p>
        <p>
          Motivational design technologies which
promote physical activity can also enhance
wellbeing outcomes. The premise is based on the
underlying processes that these interventions can
bring about. For instance, the self-determination
theory [17] suggests that activities which provide
an intrinsically motivating experience, or that are
well-internalized (due to the perceived value of
the activity or congruence with one’s values) can
lead to enhanced subjective wellbeing. An
indicator of intrinsic motivation that is widely
used in literature [27], [28] is perceived
enjoyment and interest. Enjoyment and interest
reflect the users’ emotional response to the
intervention. On the other hand, perceived
usefulness reflects the users’ cognitive response
to the intervention based on the utilitarian value of
the experience. Perceived usefulness facilitates
internalization and integration of extrinsically
motivated behaviors [17], [
          <xref ref-type="bibr" rid="ref32">29</xref>
          ]. The advantages of
internalization include more autonomous and
volitional commitment towards the desired
behavior and enhanced subjective wellbeing [17].
        </p>
        <p>Based on the theoretical underpinnings and
literature presented in this section, we postulate
that the use of self-tracking technologies and
gamification can enhance wellbeing by eliciting
positive emotional and cognitive responses based
on hedonic and utilitarian benefits respectively.
Furthermore, we posit that gamified (relative to a
non-gamified) self-tracking experience results in
stronger emotional and cognitive responses, and
as a result enhanced wellbeing. Specifically, the
data gathered through this study tests the
following hypotheses:</p>
        <p>H1: The use of gamification enhances the
effect on wellbeing (relative to a non-gamified
self-tracking experience)</p>
        <p>H2: The use of gamification results in stronger
emotional and cognitive responses (relative to a
non-gamified self-tracking experience)</p>
        <p>H3: Enjoyment and interest enhance wellbeing
gain</p>
        <p>H4: Perceived usefulness of the experience
enhances wellbeing gain
2.2.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Empirical evidence</title>
      <p>Justifiably, the effectiveness of these
motivational technologies needs to be
corroborated with a body of empirical evidence
supporting the promising beneficial effects [7],
[30], [31]. Notwithstanding the popularity of
fitness trackers and gamification in industry
practice, empirical evidence supporting the
positive claims on wellbeing is scarce [4], [6]–[8].</p>
      <p>
        Extant empirical evidence on the effect of
selftracking of physical activity on wellbeing
provides mixed evidence [32]. The use of
selftracking technology was found to be effective in
improving the individuals’ quality of life and
wellbeing in corporate wellness programs [33],
amongst older adults [34] and breast cancer
survivors [
        <xref ref-type="bibr" rid="ref62">35</xref>
        ]. Other literature [8] reports that
self-tracking experiences of physical activity had
a statistically significant small positive effect on
the users’ perceived physical health and the sense
of goal accomplishment. Albeit positive, the
increase reported for overall psychological
wellbeing was not significant [8]. Likewise,
another randomized controlled study [36] also
reported that exercise-related self-tracking and
step goals did not substantially influence
psychological wellbeing. There is also evidence
which suggests that while self-tracking can
increase the task performance, it may
simultaneously have negative effects on
subjective wellbeing, including happiness and
satisfaction by undermining the intrinsic
motivation and enjoyment of performing such
activities [37]. Thus, the effect of self-tracking of
physical activity on the users’ wellbeing needs to
be further investigated.
      </p>
      <p>
        The majority of existing studies in the field of
gamification of physical activity, health and
wellbeing [4], [30], [38] report positive effects on
user experience, affect, cognition and behavior,
which can have a positive impact on wellbeing
[4]. However, despite the possibility of having a
positive impact on wellbeing, there is scant
literature [39], [40] investigating whether
gamification of physical activity enhances the
individual’s quality of life and wellbeing. A
gamified community-wide physical activity
intervention [
        <xref ref-type="bibr" rid="ref42">41</xref>
        ] reported increases in both
selfreported physical activity and mental wellbeing.
Findings from other empirical studies [39], [40]
reveal that whilst gamification led to an increase
in physical activity, there was no change on the
quality of life or wellbeing measures reported.
      </p>
    </sec>
    <sec id="sec-5">
      <title>3. Materials and method</title>
    </sec>
    <sec id="sec-6">
      <title>3.1. Study design</title>
      <p>This study involved a two-wave longitudinal
survey conducted before and after the
implementation of a four-week behavioral
intervention of physical activity, namely
selftracking of physical activity, alone and in
conjunction with gamification.
3.2.</p>
    </sec>
    <sec id="sec-7">
      <title>Participants</title>
      <p>The study was conducted amongst academic
researchers and post-graduate research students at
the University of Malta. Participants were
recruited using a non-probabilistic convenience
sampling method. Following an email invitation
and a post on social media, interested participants
were invited to review the information about the
study (including its objectives, duration, and
requirements) and provide informed consent.
Participants were eligible for this study if they
were over 18 years of age, did not use a fitness
tracker or a wearable to monitor their physical
activity during the previous year, and had no
health issues (such as heart condition, chest pain,
bone or joint pain, or dizziness) that they are
aware of, which could prevent them from
engaging in physical activity. Participants were
ineligible if they were currently pregnant or have
been told by their doctor not to engage in physical
exercise.
3.3.</p>
    </sec>
    <sec id="sec-8">
      <title>Data collection</title>
      <p>Data collection was carried out through
selfcompleted pen-and-paper questionnaires. In total,
eighty participants completed both the pre- and
post-intervention surveys.</p>
      <p>Subjective wellbeing was measured using two
validated items identified in literature [42],
namely life satisfaction and happiness. Both items
were measured using an eleven-point Likert scale
validated in previous empirical work [42]. The
emotional response was measured in terms of the
users’ enjoyment and interest, while the cognitive
response was measured in terms of the perceived
usefulness of the activity. The latter two
constructs were measured using validated
subscales of the Intrinsic Motivation Inventory [27]
on a seven-point Likert scale. Self-reported data
on potential predictors of wellbeing identified in
literature [26] was also gathered. This includes
demographic and lifestyle data including the
selfreported stage of physical activity based on the
transtheoretical model [43].
3.4.</p>
    </sec>
    <sec id="sec-9">
      <title>Procedure and interventions</title>
      <p>Following the eligibility screening criteria, a
unique reference number was assigned to all
participants to ensure anonymity all throughout
the study. Using an online random sequence
generator (random.org), eligible participants (n =
80) who provided informed consent were
randomly assigned to either a non-gamified
selftracking experience (n = 20) or a gamified
selftracking experience (n = 60). Participants were
blinded to group allocation and groups were
color-coded to hide the identity of each group
from participants.</p>
      <p>During the intervention period, all participants
were given a smartwatch (Xiaomi Mi Band) to
track their physical activity. Earlier studies [44],
[45] show that these wearable devices are
adequately reliable in tracking physical activity,
and hence these were preferred against other
brands of pedometers due to their cost and battery
lifespan. All participants were instructed on how
to pair and sync the smartwatch with the
corresponding mobile application, and to wear the
device at all times.</p>
      <p>During the set-up of the wearables and the
corresponding application installed on their
smartphones, all participants were allowed to
choose a personalized daily step target. Goal
setting is a commonly used feature in self-tracking
motivational technologies [46] that supports
users’ intrinsic motivation and self-regulation
[47]. Participants assigned to the non-gamified
self-tracking group monitored whether they
achieved their personal daily step goal target set
on their smartwatch.</p>
      <p>In addition to self-tracking, participants
assigned to a gamified experience were randomly
assigned to either a group cooperation challenge
(cooperative design), an individual competition
(competitive design), or an inter-team
competition (competitive-cooperative design).2
The design of these gamified experiences was
guided by the classification of gamification
features [48] and gamification design frameworks
[19], [49] identified in literature. The game
elements utilized within these interventions are
associated with the motivational constructs of the
self-determination theory [17] to afford an
appealing and motivating experience for the users
[49]. The gamification experiences were designed
2 These interventions were part of an experimental study examining
the effect of different types of gamification designs on psychological
and behavioral outcomes, detailed in a forthcoming publication [54].
using a gamified platform (pointagram.com) that
was accessible to all participants through an
application installed on their smartphone or
through a web browser. Visual images of the
gamified experiences are presented in the
Supplementary Material.
3.5.</p>
    </sec>
    <sec id="sec-10">
      <title>Statistical data analysis</title>
      <p>Statistical analysis was carried out in three
phases. First, descriptive statistics were computed
for all the variables measured. Wilcoxon
signedrank tests were computed to determine whether
happiness and life satisfaction scores increased
post-intervention compared to pre-intervention
levels. The effect size r was computed using the Z
value resulting from Wilcoxon test and the
number of observations in the sample [50]. The
change for each wellbeing measure (life
satisfaction and happiness) was computed as
follows (Equation 1):</p>
      <p>=  −  (1)
where pre and post refers to the life
satisfaction and happiness measures assessed
before and after the intervention.</p>
      <p>To test hypothesis H1, Mann-Whitney U tests
were carried out to determine whether the use of
gamification led to significantly higher gains in
wellbeing measures. To increase the robustness of
the results, an ANCOVA was carried out to
determine whether there is a statistically
significant difference in the post-intervention
wellbeing scores between the non-gamified
selftracking group and the gamified self-tracking
group, after controlling for the pre-intervention
wellbeing scores. Furthermore, we also tested for
significant differences between the different
gamification experiences and non-gamified
selftracking group in terms of wellbeing gains using
Kruskal-Wallis test.</p>
      <p>Second, the constructs’ reliability for
Enjoyment and Interest and Perceived Usefulness
were measured using Cronbach's alpha (α),
composite reliability (CR), and average variance
extracted (AVE). All convergent validity metrics
obtained were checked against the thresholds
(Cronbach's α &gt; 0.7, CR &gt; 0.7 and AVE &gt; 0.5)
suggested in literature [51]. In order to test
hypothesis H2, we conducted Mann-Whitney U
tests to determine whether the use of gamification
led to significantly higher emotional and
cognitive responses (relative to a non-gamified
self-tracking experience). Furthermore, we also
tested for significant differences between the
different gamification experiences and
nongamified self-tracking group in terms of the
emotional and cognitive responses using
KruskalWallis tests.</p>
      <p>Third, pair-wise bivariate correlations were
computed to examine whether there is a
relationship between wellbeing gains and
potential predictors of change including
enjoyment and interest, perceived usefulness,
gamification and the baseline levels of life
satisfaction and happiness. While correlation
analysis provides an insight on the strength of
positive or negative associations between these
wellbeing constructs, and between them and their
potential predictors of change, it is not possible to
parse out the net effect of the latter variables on
the dependent measures. Thus, to test Hypotheses
H3 and H4, we carried out a multi-variate
regression analysis for each wellbeing measure
(life satisfaction and happiness) to examine the
contribution of each potential predictor of change
and identify which factors were causing an effect
on subjective wellbeing. The model used for this
analysis is presented below (Equation 2):</p>
      <p>WB_Gain = β0 + β1BaselineWB+ β2
Enjoyment_Interest + β3Perceived_Usefulness +
+ β4Gamification (2)
where WB_Gain is the dependent variable
relating to the gain reported in life satisfaction and
happiness. The independent variables included
are enjoyment and interest, perceived usefulness,
a dummy variable for gamification and the
baseline scores for life satisfaction and happiness.
In order to increase the robustness of our findings,
we computed multi-variate regression models on
the post-intervention wellbeing measures (as
dependent variables), controlling for the
demographic and lifestyle variables, in addition to
the independent variables listed in Equation 2.
Statistical analysis was carried out using
STATATM (version 16.1, StataCorp). Regression
models were estimated using a robust estimator of
variance.
3 The distribution of participants between the gamified and the
nongamified self-tracking groups was relatively well-balanced in terms
of all demographic and lifestyle characteristics, with the exception of
having less participants in the non-gamified group who had children
under the age of sixteen, even though randomization was employed.
For sensitivity analysis, ‘having children under 16 years of age’ was</p>
      <p>Descriptive statistics were computed for the
sample characteristics, including demographic
and lifestyle data, and the self-reported stage of
physical activity at baseline (pre-intervention).
The sample characteristics are set out in Table 1.3</p>
      <p>The findings show that there is a significant
increase in happiness (z = -2.298, p = 0.022,
effect size r = -0.182) and life satisfaction (z =
2.911, p = 0.004, effect size r = -0.230) when
included as a covariate amongst other variables in the multi-variate
regression model analyzing the potential predictors of wellbeing
change. The results presented as part of the Supplementary Material
confirm that having children under the age of sixteen was not a
significant predictor to the change reported in wellbeing measures.
comparing post-intervention scores to
preintervention scores (see Table 2).</p>
      <p>Non-gamified and gamified self-tracking
groups reported similar increases in wellbeing
measures (see Table 3). The findings show that
the use of gamification did not produce
significantly higher gains in happiness (U =
587.5; z = -0.143, p = 0.886) and life satisfaction
(U = 529.0; z = -0.816, p = 0.414) relative to a
non-gamified self-tracking experience, thus
rejecting Hypothesis 1 (H1: The use of
gamification enhances the effect on wellbeing
relative to a non-gamified self-tracking
experience). Kruskal-Wallis tests also confirm
that there are no significant differences in the
gains reported for happiness (χ2(3) = 1.944, p =
0.584) and life satisfaction (χ2(3) = 3.066, p =
0.381) between the different gamified experiences
and non-gamified self-tracking experience.
ANCOVA results show that after adjusting for the
pre-test wellbeing scores, there are no statistically
significant differences in the post-intervention
wellbeing scores of the non-gamified
selftracking group and the gamified group for either
happiness (F(1,77) = 0.029, p = 0.865) or life
satisfaction (F(1,77) = 0.140, p = 0.709).</p>
    </sec>
    <sec id="sec-11">
      <title>4.3. Emotional and cognitive responses</title>
      <p>The subscales used to measure the users’
emotional and cognitive responses were found to
be reliable, indicating internal consistency among
the scale items used to measure each specific
construct. Enjoyment and Interest sub-scale (α =
0.735; CR = 0.859; AVE = 0.677) resulted in a
scale with M = 6.22 and SD = 0.867, and the
Perceived Usefulness sub-scale (α = 0.808; CR =
0.891; AVE = 0.734) resulted in a scale with M =
5.46 and SD = 1.288.</p>
      <p>Both the non-gamified and gamified
selftracking groups reported similar positive
psychological outcomes (see Table 4). Results
show that there are no significant differences
between the groups in terms of reported
enjoyment and interest (U = 513.50, z = -0.988, p
= 0.323) and perceived usefulness (U = 509.00, z
= -1.017, p = 0.309), thus rejecting Hypothesis 2
(H2: The use of gamification results in stronger
emotional and cognitive responses relative to a
non-gamified self-tracking experience).</p>
      <p>The analysis also confirms that enjoyment and
interest (χ2(3) = 1.160, p = 0.657), and perceived
usefulness (χ2(3) = 1.969, p = 0.579) were not
statistically significantly different between the
different gamification experiences and the
nongamified self-tracking group.</p>
    </sec>
    <sec id="sec-12">
      <title>Predictors of wellbeing change</title>
      <p>The intercorrelations between the gains
reported in wellbeing outcomes and the variables
hypothesized to cause an increase in subjective
wellbeing are presented in the Supplementary
Material. The correlations indicate a significant
positive relationship between happiness gain and
life satisfaction gain, a significant negative
correlation with baseline happiness and life
satisfaction scores, and a significant positive
association with the users’ enjoyment and interest,
and perceived usefulness.</p>
      <p>The results of the multi-variate regression
analysis (see Table 5) provide evidence to the
predictors of the gains reported in happiness and
life satisfaction. The emotional psychological
response to the intervention measured through the
individuals’ enjoyment and interest (hedonic
benefit) produced a significant positive effect (β =
0.596) that increased the individuals’ happiness
levels, supporting Hypothesis 3 (H3: Enjoyment
and interest enhance wellbeing gain). The
cognitive psychological response to the
intervention measured through the perceived
usefulness (utilitarian benefit) produced a
significant positive effect (β = 0.450) that
increased the individuals’ life satisfaction levels,
supporting Hypothesis 4 (H4: Perceived
usefulness of the experience enhances wellbeing
gain). The use of gamification did not produce a
significant positive effect, thus providing further
evidence to Hypothesis H1. The results also
provide evidence that the baseline measure of
happiness was a significant predictor to the
happiness gain (β = -0.331). The negative
coefficient value for baseline happiness indicates
that lower happiness levels at baseline contributed
to higher happiness gains. Similarly, the baseline
measure of life satisfaction was a significant
predictor to the gain reported in life satisfaction (β
= -0.328), meaning that lower life satisfaction
levels at baseline contributed to higher life
satisfaction gains. To increase the robustness of
our findings, we controlled for the demographic
and lifestyle variables. We find that the results
remain unchanged (see Supplementary Material).</p>
    </sec>
    <sec id="sec-13">
      <title>5. Discussion and conclusion</title>
      <p>The findings support the theoretical prediction
that experiences of self-tracking, alone and in
conjunction with gamification elicit positive
emotional and cognitive responses that yield
enhanced wellbeing. Both gamified and
nongamified self-tracking experiences facilitated
similar positive psychological responses,
measured as enjoyment and interest (hedonic
benefit) and as perceived usefulness (utilitarian
benefit). Previous research [2], [20] highlights the
importance of both perceived usefulness and
enjoyment for continued use of motivational
information systems.</p>
      <p>
        Previous empirical studies [39], [40] indicated
that physical activity interventions involving
activity trackers and gamification did not produce
a significant change in wellbeing and quality of
life measures. In contrast, our findings suggest
that experiences of self-tracking and gamification
have statistically significant positive effects on
happiness (effect size r = -0.182) and life
satisfaction (effect size r = -0.230). These effects
corroborate the standardized effect sizes observed
in previous literature following the use of
selftracking technologies [8], [
        <xref ref-type="bibr" rid="ref62">35</xref>
        ].
      </p>
      <p>
        Gamification is commonly integrated with
self-tracking technologies to promote engagement
and enhance the intervention’s intended effects
[4], [
        <xref ref-type="bibr" rid="ref50">5</xref>
        ]. Nevertheless, the findings from our study
show that at the end of the intervention (after four
weeks), gamified and non-gamified self-tracking
evoked similar positive emotional and cognitive
responses, yielding similar wellbeing gains.
Literature suggests that enjoyment and perceived
usefulness of gamification declines with use [52].
Thus, future work could consider more frequent
measurements during the intervention period.
      </p>
      <p>The gains in wellbeing measures were
attributed to the users’ positive psychological
responses resulting from gamified and
nongamified self-tracking experiences of physical
activity. Specifically, enjoyment and interest were
linked to an increase in the individuals’ happiness
levels. In turn, the perceived usefulness of the
experience was associated with an increase in the
individuals’ life satisfaction levels. Our findings
support existing literature suggesting that intrinsic
motivation and autonomous forms of extrinsic
motivation enhance wellbeing [17]. In synthesis,
the findings suggest that the hedonic benefit of the
experience enhances happiness levels (hedonic
wellbeing), while the utilitarian benefit of the
experience enhances life satisfaction levels
(eudaimonic wellbeing) [53].</p>
      <p>Our findings provide insights into how
subjective wellbeing is influenced by
selftracking technologies and the use of gamification,
an area which is underexplored in literature. Yet,
despite our contributions, we acknowledge that
there are some limitations which could be
addressed in future research. First, this study was
conducted amongst academic members and
postgraduate students. Future studies should also
examine a broader population and a larger sample
size with longer timeframes to increase the
generalizability and robustness of the findings.
Understandably, there are challenges to conduct
empirical studies involving wearable physical
activity trackers with a large sample size.
However, the accumulation of knowledge from
rigorous empirical work on the effect of
selftracking and gamification on health-related
behaviors and societal wellbeing would have
practical relevance. Second, this study compared
longitudinal wellbeing data of gamified and
nongamified self-tracking experiences. Future studies
could also include an inactive control group, with
no access to physical activity trackers. Third, this
study examined wellbeing measures pre- and
post-intervention. Future studies could consider
gathering data on the users’ experience and
wellbeing more frequently during the
intervention, possibly using a diary research
approach or through real-time customer
experience tracking. This would allow more
granular data on the users’ interaction with
motivational information systems and a more
comprehensive view of the effect on the users’
experience and wellbeing.</p>
      <p>To conclude, results from this study
demonstrate that using wearable fitness trackers
(with and without the use of gamification)
increases subjective wellbeing. The value
cocreated through such meaningful experiences
improves people’s quality of life and wellbeing.</p>
    </sec>
    <sec id="sec-14">
      <title>6. Declaration of interest</title>
      <p>The authors declare that they have no conflict
of interest. This research did not receive any
specific grant from funding agencies in the public,
commercial, or not-for-profit sectors.</p>
    </sec>
    <sec id="sec-15">
      <title>7. References</title>
      <p>[19]
[20]
[21]
[22]
[23]
[24]
[25]
[26]
[27]
no. 1, pp. 141–166, Feb. 2001, doi:
10.1146/annurev.psych.52.1.141.</p>
      <p>E. M. Grech, M. Briguglio, and E. Said,
“Can Gamification Help with Physical
Inactivity? A Randomised Controlled
Field Experiment on the Psychological
and Behavioural Effects of Gamification,”
[Manuscript submitted for publication],
2023.
Supplementary Material</p>
      <sec id="sec-15-1">
        <title>Description of the gamification experiences</title>
      </sec>
      <sec id="sec-15-2">
        <title>Group cooperation challenge</title>
        <p>This group had a quest to reach a target step count
by the end of the week. The map shows a pirate
making his way to reach the treasure chest with a
countdown timer indicating the time left for the
participants to complete the challenge. The
progress that the pirate made towards the treasure
chest reflected the users’ accumulated points
based on their step counts.</p>
      </sec>
      <sec id="sec-15-3">
        <title>Individual competition</title>
        <p>This group had an individual competition
amongst the participants. Points based on their
daily step counts were visible on a leaderboard
which indicated the ranking of all the participants.
Virtual trophies were awarded to the top three
players with the highest step counts.</p>
      </sec>
      <sec id="sec-15-4">
        <title>Inter-team competition</title>
        <p>This group had a team versus team competition.</p>
        <p>Participants were randomised to teams of four
players each. Accumulated points based on the
daily step counts were visible on a leaderboard
which indicated the ranking of all the teams.</p>
        <p>Virtual trophies were awarded to the top three
teams with the highest step counts.</p>
        <p>Figure S3</p>
        <p>Inter-team competition
4
5</p>
        <p>6
-Table S2
Regression models for post-intervention happiness and life satisfaction including demographic and
lifestyle variables</p>
        <sec id="sec-15-4-1">
          <title>Variables</title>
        </sec>
        <sec id="sec-15-4-2">
          <title>POST</title>
        </sec>
        <sec id="sec-15-4-3">
          <title>Life Satisfaction model</title>
          <p>Baseline happiness
Baseline life satisfaction
Enjoyment &amp; Interest
Perceived usefulness
Gamification
Male gender
Young adult
Children under 16 years
Voluntary work
Religious participation
Artistic activity
Spends time in nature
Spends time with family &amp; friends
Balance work and play
Regular physical exercise
Constant
Observations
0.669*** (0.159)
0.704** (0.337)
0.101 (0.233)
0.079 (0.420)
0.160 (0.349)
-0.201 (0.329)
-0.358 (0.733)
-0.148 (0.364)
0.208 (0.474)
1.208 (1.140)
0.074 (0.467)
Robust standard errors in parentheses
*** p&lt;0.01, ** p&lt;0.05, * p&lt;0.1
0.743*** (0.096)</p>
          <p>0.335 (0.214)
0.718</p>
        </sec>
      </sec>
    </sec>
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