five

gamification in shared bike

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IEEE2026-04-17 收录
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https://ieee-dataport.org/documents/gamification-shared-bike
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With the increasing competition in shared mobility apps, gamification has become an effective strategy to enhance user engagement and retention, for example, through points and badges that transform rides into enjoyable challenges. Drawing on Self-Determination Theory (SDT) and the Stimulus-Organism-Response (SOR) framework, this study explores how different types of gamification elements in shared mobility apps influence users\u2019 intention to continue using these platforms. This study focused on the Hello Bike app, one of the most popular shared mobility apps in China, as the research context. It collected 407 valid responses and employed PLS-SEM to test the proposed theoretical model. The results revealed that the achievement-based and social-based gamification dramatically enhanced users\u2019 needs of competence and relatedness. Furthermore, the satisfaction of the three psychological needs mediated their effects on users\u2019 intention to continue using the app. In addition, the immersion-based gamification exerted only a limited effect. These findings offer prominent theoretical and practical implications for the field of digital shared mobility.
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