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Computers in Human Behavior 121 (2021) 106805

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Computers in Human Behavior


journal homepage: http://www.elsevier.com/locate/comphumbeh

Full length article

Exploring the inverted-U relationship between gamification achievement


and health management performance
Hualong Yang a, *, Dan Li b
a
School of Management, Guangdong University of Technology, 161 Yinglong Road, Guangzhou, Zip: 510520, China
b
School of Business Administration, Guangdong University of Finance, China

A R T I C L E I N F O A B S T R A C T

Keywords: How to improve users’ health management performance is an important challenge for practitioners of digital
Gamification health platforms. Gamification is considered a potential method to encourage individuals to engage in health
Health management management and improve the level of their health management performance. To better understand the role of
Achievement mechanism
gamification in the health management context, this study investigates the influence of the achievement
Social network
mechanism on the health management performance, as well as the moderating effects of social network and
Health condition
health condition. This study collected 1554 users’ data (54.4% female and 45.6% male, age: 18–35) from an
online health community in China and built a regression model combined with the U test estimation algorithm to
examine the research hypotheses. The results of the empirical model show an inverted-U relationship exists
between level of achievement and the level of health management performance. Moreover, our research shows
that the size of the social network and the health condition negatively moderate the inverted-U relationship.
These findings facilitate an understanding of the role of gamification in the health management context. Further,
the study contributes to goal setting theory and provides new insights and suggestions for users and designers of
health management platforms and online health communities.

1. Introduction (Yan, 2018; Yan & Tan, 2014). These health management platforms
generally launch many health tasks (e.g., exercise and diet) to facilitate
With the acceleration of China’s industrialization, urbanization, and individuals’ health management in an appropriate way. When people
population aging, the effects of lifestyle, ecological environment, and use these health management platforms, they engage in a self-care
food security on Chinese residents’ health has gradually emerged. The model by accomplishing health tasks (Yang, Du, Wang, & Deng,
number of people with chronic diseases has increased significantly. 2019). Moreover, users can establish their own social networks to
According to the report on chronic disease in China,1 70 million-200 communicate with friends or other users on these platforms. Through
million people in China are overweight or obese, 270 million have the social networks of health management platforms, users can obtain
high blood pressure, and 96 million have diabetes. Chronic diseases social support, health knowledge, and related health information to help
account for approximately 86% of the disease mortality of China and for them manage their health condition (Chen et al., 2020). These health
approximately 76% of the disease incidence. China has the largest management platforms have received extensive attention from health­
number of patients with chronic diseases in the world. Chronic disease care institutions and scholars.
has become a serious threat to the health of Chinese residents and a However, because of the boring processes involved in health man­
major public health problem affecting China’s economic and social agement and the lack of patients’ interest in managing their health,
development. How to effectively stimulate the health management of health management is stressful for individuals (Yang, Du, wang, & Wu,
residents has become the most important social problem in China. 2019). How to improve individuals’ motivation and health management
With the development of information technology, online health performance is an important challenge for designers of health manage­
communities and mobile health applications have become important ment platforms (Johnson et al., 2016; Sardi et al., 2017). In recent years,
digital platforms used by individuals to manage their health conditions gamification has come to be considered a potential way to motivate

* Corresponding author.
E-mail addresses: yanghl20@gdut.edu.cn (H. Yang), danlihit@163.com (D. Li).
1
https://www.sohu.com/a/343223038_120156763.

https://doi.org/10.1016/j.chb.2021.106805
Received 8 July 2020; Received in revised form 5 March 2021; Accepted 29 March 2021
Available online 1 April 2021
0747-5632/© 2021 Elsevier Ltd. All rights reserved.
H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

individuals’ participation in their own health management (Wouters The purpose of this paper is to examine the potential relationship
et al., 2013). Gamification refers to the use of game-design factors in between achievement mechanisms of gamification and the level of
non-game contexts, and represents an important design system in in­ health management performance, as well as the moderating effects of
formation science (Deterding et al., 2011; Suh et al., 2017). In the social network size and health condition. We collected data from an
process of “playing games”, individuals accomplish health tasks that online health community in China and built a regression model com­
designers hope to achieve (Groening & Binnewies, 2019; Xi & Hamari, bined with the U test estimation algorithm to examine our research
2019). Unlike traditional incentives, gamification aims to stimulate in­ hypotheses.
dividuals’ intrinsic motivation, enhance their interest, and change their
behavior through entertainment (Karahanna et al., 2018). Gamification 2. Literature review
designs of health management platforms can arouse individuals’ interest
in health management and stimulate them to engage in the management 2.1. Gamification
of their own health (Alahäivälä & Oinas-Kukkonen, 2016). It can be
argued that gamification design will become the principal means for Gamification is a type of information system design that appears
health management platforms to motivate individuals and provide new often in our daily lives (Aparicio et al., 2019; Santhanam et al., 2016).
ideas for the future development and growth of these platforms. Gamification refers to the application of game-design factors in
The achievement mechanism is the most commonly used means of non-gaming contexts in the hope of achieving similar beneficial
incentive in gamification (Hamari, 2017). Previous literature (Hamari, behavioral and motivational outcomes as games (Deterding et al., 2011;
2013; Xi & Hamari, 2020) has identified three principal elements of the Koivisto & Hamari, 2019). Gamification aims to motivate individual
achievement mechanism: points, badges, and leaderboard. Goal setting behavior, change attitudes, foster interest, and improve executive per­
is the most important design purpose of gamification. The achievement formance through entertainment mechanisms (Huotari & Hamari, 2017;
mechanism elicits incentives in a clear and direct way similar to classic Suh et al., 2017). Rather than use the mechanisms of traditional extrinsic
goal setting (Landers et al., 2017). Achievement mechanisms can be an motivation, gamification design aims to realize the transformation of
alternative to personal goal setting and perform goal setting functions in individuals’ intrinsic motivation (Hamari, 2017; Kuo & Chuang, 2016).
gamification design (Landers & Armstrong, 2017). The achievement Gamification design has become a hot topic in current research because
mechanism can be used as a reward system to motivate individuals to of its entertainment features. For example, numerous industries have
change specific behaviors to obtain specific achievements in return. begun to adopt gamification design to improve individuals’ motivation
Therefore, the achievement mechanism in gamification can be a and behavioral performance, for example, in the areas of education
powerful technique for improving motivation and executive (Aparicio et al., 2019), health management (Domínguez-Téllez et al.,
performance. 2020), crowdsourcing (Feng et al., 2018; Morschheuser & Hamari,
Despite the prevalent use of gamification in different domains, 2019), e-commerce (Xi & Hamari, 2020), logistics (Warmelink et al.,
empirical results have been mixed. Some previous studies on gamifica­ 2018), e-government (Hassan & Hamari, 2020), and electronic service
tion have demonstrated that achievement mechanisms positively affect (Baptista & Oliveira, 2017).
the performance of individuals’ behavioral performance (Feng et al., Achievement is the most common motivation mechanism for gami­
2018). In contrast, many other studies have found that achievement fication design (Landers & Armstrong, 2017; Landers et al., 2017). The
mechanisms have no effect or adverse effects on individuals’ behavioral achievement mechanism can be used as a reward system to motivate
performance (Attali & Arieli-Attali, 2015; Demarcos et al., 2014; Hanus individuals to change their specific behaviors to obtain specific
& Fox, 2015). To better understand the influence of achievement achievements in return (Sailer et al., 2014; Seaborn & Fels, 2015).
mechanisms in gamification, more studies need to be conducted. Unlike Achievement mechanisms can be an alternative to personal goal setting
previous research (Groening & Binnewies, 2019; Hamari, 2017), this and perform goal setting functions in gamification design (Groening &
paper considers that there may not be a linear relationship between Binnewies, 2019). Such achievement mechanisms elicit incentives in a
achievement and performance, but that their relationship is in fact clear and direct way similar to that of classic goal setting (Sailer et al.,
curvilinear. Achievement will positively affect individual performance 2014). Previous literature identifies three elements of gamification
under certain conditions, but with the improvement of achievement and achievement: points, badges, and leaderboards (Hamari, 2013, 2015;
the limitation of individual ability, the effect of achievement will be Hamari et al., 2014; Seaborn & Fels, 2015). Using points as feedback and
reduced or even negatively affected. Thus, achievement mechanisms rewards are basic elements of the gamification achievement mechanism.
may have an inverted-U effect on the performance of individuals’ health Badges are a visual representation of the achievement mechanism, and
management. individuals must complete stipulated tasks and goals to obtain the
In addition, individuals’ social networks and health condition could badges as achievement rewards. A leaderboard shows individuals’
affect the implementation of gamification and the role of achievement names based on points or badges ranking, thereby offering evidence of
mechanisms. Firstly, social networks provide opportunities for in­ the individual’s success.
dividuals to interact with other people and enhance the degree of their A great deal of research has investigated the effect of gamification
information exposure (Du et al., 2020; Hamari & Koivisto, 2015; Maier achievement on individuals’ behavioral motivation, activities, and
et al., 2015). On a health management platform, when individuals’ level performance. These empirical studies have found that gamification
of achievement is exposed on a social network, their self-efficacy and achievement difficulties positively affect individuals’ behavioral moti­
sense of achievement can be greatly changed, and then their health vation and performance. Groening and Binnewies (2019) found that
management performance will be affected. Hence, a social network may achievement difficulties positively affect individuals’ behavioral moti­
moderate the relationship between the level of achievement and the vation and the level of performance, and that individuals adjust their
level of health management performance. Secondly, the primary aim of performance to the number and difficulty level of achievements. Xi and
gamification design in health management is to improve individuals’ Hamari (2019) found that in online brand communities, the achieve­
health condition. Users with poor health conditions are the main target ment mechanism of gamification positively influences users’ brand
market of health management gamification. Individuals’ general health engagement and brand equity. Landers et al. (2017) found that when
condition can affect their health management needs in relation to the there is a difficult goal, the leaderboard functions to positively affect
psychological and physiological aspects of health, such as lack of fitness, individuals’ task performance. Hamari (2017) found that the use of
depression, and anxiety (Xiao et al., 2012; Yang et al., 2015). Therefore, badges in gamification significantly increases individuals’ activities.
the influences of the achievement mechanism on individuals with However, other studies have found that achievement mechanisms of
different health conditions may differ. gamification have no effects or adverse effects on individuals’

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H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

behavioral performance. For example, Farzan et al. (2008) found that in healthcare domain. Such literature mainly focuses on three aspects.
online communities, the gamification achievement mechanism has no First, the ability of gamification design to improve health management
significant effect on individuals in the long term, but does have an effect performance. For example, Allam et al. (2015) found that gamification
in the short term. Hamari (2013) did not find evidence to support a intervention has a positive effect on patients with rheumatoid arthritis
direct effect of the gamification achievement mechanism on individuals’ and Riva et al. (2014) found that gamification design enhances the
activities. Clearly, empirical results of gamification in different domains health management performance of patients with chronic diseases.
are mixed. Second, the ability of gamification design to change individuals’ health
However, previous literature on gamification has mainly explored behaviors. Hamari and Koivisto (2015) compared the effects of gamifi­
the linear effects of achievement mechanisms on individuals’ behavior cation design and non-gamification design applications on individuals’
and performance in different domains, rather than a nonlinear rela­ physical activities. Koivisto and Hamari (2014) investigated the
tionship between the achievement mechanism and level of performance. moderating effects of users’ age and gender on the relationship between
To fill this research gap, this paper builds a research model to investigate perceived benefits from gamification and exercise. Third, the ability of
the inverted-U effect of gamification achievement. gamification design to promote individuals’ willingness to continue
using health-related information technology. Lee et al. (2017) found
2.2. Social network in gamification that gamification intervention can improve individuals’ perceived use­
fulness of mHealth, and promote intention to use mHealth. Elias et al.
Social networks allow users to communicate ideas and attitudes to (2013) found that gamification design can improve the frequency of
other users, and can influence individual behavior (Yan, 2018). The using health-related information technology.
degree of social interaction may influence the amount of tasks and ac­ Despite the prevalent use of gamification in health management,
tivities in which users participate (Yang, Du, Wang, & Deng, 2019). A previous studies have ignored the role of individuals’ health charac­
social network represents the social connection between individual teristics in the relationship between gamification design and health
users and provides users with more opportunities to interact with others management performance. To fill this research gap, this paper in­
(Maier et al., 2015). Users can obtain social support through interaction vestigates the moderating effect of health condition on the inverted-U
with other users in a social network (Yan & Tan, 2014). This source of relationship between achievement and performance.
information and emotional support helps individual users cope with
stressful events and affects their behaviors (Chen et al., 2020). More­ 3. Theoretical background and hypothesis development
over, social influence, stimulate their sense of competition, inspire them
to obtain more achievements and rewards, and affect their satisfaction, 3.1. Goal setting theory
self-esteem, and pride (Hamari & Koivisto, 2015). Thus, social interac­
tion helps individuals maintain beneficial behaviors in gamification Goal setting theory, which was developed by Locke (1968), is useful
techniques. for understanding the relationship between goals and performance. This
Previous studies have investigated the role of social networks and theory points out that challenging goals are the source of individuals’
social interaction in the engagement process of gamification. Yang et al. behavioral motivation and enhance the performance of behaviors (Fried
(2017) explored how social interaction through gamification in brand & Slowik, 2004). When difficult goals are accepted by individuals, better
communities affects individuals’ perception of social status and en­ performance is achieved than when easy goals are set. This theory ar­
hances participation intention and brand attitude. Hamari and Koivisto gues that the goal itself has the incentive effect that makes individuals
(2015) analyzed the influence of the exposure of social networks on direct their behavior toward a certain direction (or goal), which in turn
individuals’ subjective norms, the perception of mutual benefits, atti­ enhances their behavioral results in relation to the established goal
tudes, and participation in relation to gamification. Xi and Hamari (Locke & Latham, 2002). A goal is established as the purpose of actions
(2020) found that gamification social interaction in online brand com­ that individuals are trying to accomplish. The goal is the most direct
munities positively influences users’ brand engagement and brand eq­ motivation causing individual behaviors (Landers et al., 2017). Setting
uity. Du et al. (2020) found that the social interaction affordance of an appropriate goal will make people want to attain the achievement
gamification positively affects individuals’ enjoyment and social gain, need of the goal, so the goal setting has a strong incentive effect on in­
and then positively affects their intention to use gamification. dividual behaviors. Therefore, setting an appropriate goal is an impor­
Although previous literature on gamification has explored the direct tant part of the process of promoting motivation and behavioral
influence of social networks on individuals’ behaviors, these studies performance (Locke & Latham, 2002). When the difficulty of the goal
have overlooked any moderating effect that it may have. To fill this increases, individuals’ performance improves; however, if the individual
research gap, we examine the moderating effect of the social network on lacks identification with the difficult goal, their performance will be
the inverted-U relationship between achievement and performance. lower (Locke, 1968).
According to goal setting theory (Locke, 1968), an effective goal
2.3. Health management gamification should have two basic attributes: clarity and difficulty. First, the content
of goal can be vague or clear. Clear goals mean that it is obvious what
Facilitating individuals’ engagement in health management and needs to be done and how it should be done. The act of goal setting is a
improving the level of health management performance is an important clear and easy way to evaluate the individual’s ability (Groening &
issue for governments and healthcare industries (Johnson et al., 2016; Binnewies, 2019). Vague goals are not conducive to guiding individuals’
Sardi et al., 2017). With the rise of online health communities and behavior and evaluating their performance. Hence, goal setting must set
mobile health applications, gamification has become widely used in a goal that is as clear as possible. Second, the goal set can be simple or
health management platforms (Michie et al., 2011; Wouters et al., difficult. The difficulty of the goal depends on individuals’ ability and
2013). Gamification design is considered to provide advantages for experience (Hamari, 2017). The same goal may be easy for one person
application use as an information technology solution that is able to and difficult for another person. The more difficult the goal is, the harder
change health behaviors and increase the level of health management it is for people to reach it. Generally, there is a positive relationship
performance (Pereira et al., 2014; Sola et al., 2015). Gamification can between performance and goal difficulty because people can adjust their
effectively promote individuals’ enjoyment of health management and efforts according to the difficulty of different tasks.
satisfy their inner needs for health management (Park & Bae, 2014; Many other factors play important roles in the relationship between
Sailer et al., 2017). goal difficulty and performance. These factors include goal commit­
Many studies have explored the influence of gamification in the ment, feedback, and self-efficacy (Locke, 1968). Goal commitment refers

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to the degree to which an individual is attracted to a goal, considers it individual capability and body condition. Goal setting theory notes that
important, and consistently strives to achieve it (Locke, 1968). In­ the influence of goal difficulty on behavioral performance depends on
dividuals are most likely to commit to the goal and then strive to attain it individuals’ capability (Locke, 1968). When goals are more difficult
when they feel the goal is important to them. Goals and feedback are than an individual can achieve, the level of behavioral performance will
combined to improve performance (Locke & Latham, 2002). Goals decrease (Locke & Latham, 2002). The improvement of achievement
indicate to people what kind of goals or results should be achieved, but means there is greater difficulty of the tasks. In the context of health
they also set a standard for individuals to evaluate their own perfor­ management, the limitations of individual capacity and body condition
mance. Feedback tells people how well the standards are being met, can mean that when a task reaches a certain degree of difficulty, the
what went well, and what needs to be improved (Fried & Slowik, 2004). individual can no longer achieve it, which leads to a decrease in health
The relationship between the effect of goal motivation and individual management performance. The second reason is that individuals tire of
self-efficacy is also examined in goal setting theory. Self-efficacy is a achievement mechanisms. Achievement is a proxy of externally pro­
type of self-judgment about how well an individual can do when dealing vided goals rather than a self-set goal by individuals. Although
with a certain problem (Sun et al., 2012). It is based on the evaluation of achievement mechanisms can provide individuals with a sense of
all the resources of an individual, including ability, experience, training, entertainment in the early stage of engaging in health management, they
past performance, and information about tasks (Locke, 1968). gradually lose interest in the level of achievement because it cannot
Goal setting theory is widely used to explain why gamification de­ satisfy their internal needs related to health. Achievement improvement
signs can affect individuals’ motivation and behavioral performance may even eventually lead to individuals experiencing boredom with the
(Landers et al., 2017). This theory provides reasonable explanations achievement mechanism, which will then negatively affect the level of
about the influence of achievement mechanisms from the perspective of performance. The third reason is that gamification may cause in­
personal goals (Hamari, 2017). Compared to other gamification related dividuals to focus more on achievement improvement and less on health
theories, such as flow theory, self-determination theory and affordance management. Contrary to the second reason, achievement mechanisms
theory, goal setting theory mainly focuses on analyzing and explaining can significantly affect individuals’ flow experience (Liu et al., 2013),
the role of achievement mechanism. Other theories focus more on the leading them to become immersed in the achievement mechanism of
impact of gamification design techniques, such as competition and gamification but neglect health management performance. For example,
interaction mechanisms (Liu et al., 2017). Therefore, we use goal setting in the health management context, many users of gamification have a
theory as our research basic to establish theoretical model and explain high level of achievement but a low level of performance because they
the influence of achievement mechanism on individuals’ health man­ are more concerned with the accumulation of achievements rather than
agement performance. their specific health management goals, i.e., users could feed false in­
formation into application. This discussion demonstrates that although
3.2. Hypothesis development the achievement mechanism positively affects the level of performance
to a certain extent, its effect decreases as the number of achievements
Goal setting theory indicates that under certain conditions, the dif­ increases (i.e., there may be an inverted-U relationship between
ficulty of goal positively affects the level of behavioral performance (i.e., achievement and performance). Therefore, we hypothesize the
a difficult goal leads to better performance than an easy goal) (Locke, following:
1968). In the context of gamification, the level of achievement plays the
H1. An inverted-U relationship exists between the level of achieve­
same role as goal difficulty (Hamari, 2017). Generally, goals can be
ment and the performance of health management such that individuals
divided into self-set and externally provided (Seaborn & Fels, 2015).
with low or high achievement have worse performance than individuals
Achievement is a type of goal externally provided by the designers of a
with appropriate achievement.
gamification application (Koivisto & Hamari, 2019). Previous studies on
gamification have noted that the achievement mechanism functions According to goal setting theory (Locke, 1968), self-efficacy in­
similarly to classic goal setting because this mechanism provides clear fluences the relationship between goals and performance. When in­
and specific behavioral instructions for obtaining achievement returns dividuals’ goals are monitored by others, their self-efficacy significantly
(Groening & Binnewies, 2019). Achievement can help individuals changes. For example, if individuals tell friends about their specific goal,
establish a clear and specific requirement to perform behaviors (Hamari, friends will monitor them to perform goals (Locke & Latham, 2002). In
2017). Individuals can adjust the degree of their effort based on the level the same way, when individuals’ achievements are exposed on a social
of achievement, direct their actions toward related behaviors, and then network, their behavioral performance will be monitored by other
witness the effect of their behavioral performance (Hamari, 2013). members in the network.
Further, the level of achievement is considered as a type of reward A social network not only provides a channel for individuals to
mechanism that functions as a useful external motivation to satisfy in­ communicate and interact with others, but also provides a way for them
dividuals’ inner needs in relation to reputation and influences their to represent their achievements (Hanus & Fox, 2015). Other users can
behaviors (Locke & Latham, 2002). Therefore, the achievement mech­ also use social networks to discover the individuals’ level of achieve­
anism of gamification is a proxy of the externally provided goals and ment. The size of the social network in the health management platform
rewards for individuals that improve their motivation, guide their ac­ of gamification may negatively moderate the relationship between
tions, and affect their performance (Landers et al., 2017). Because of the achievement and performance. A social network provides an opportu­
boring process and individuals’ lack of interest, health management is nity for individuals to compare their achievements with those of others
stressful for individuals (Yang, Du, wang, & Wu, 2019). As discussed, the (Hamari & Koivisto, 2015). When individuals’ level of achievement is
achievement mechanism of gamification plays the role of an externally comparatively low, their self-efficacy may be reduced and then their
provided goal to motivate individuals to engage in health management. performance decreases because low achievement in a big social network
With the level of achievement increasing, individuals’ behavioral makes individuals feel ashamed because of others’ comparatively high
motivation and performance is enhanced. To some extent, the level of achievements. For example, if individuals have a low level of achieve­
achievement can positively affect the level of health management ment in a social large network, they may feel more ashamed than in­
performance. dividuals with a low level of achievement in a small network. The
Although individuals’ health management performance increases positive effect of the achievement mechanism is weakened as the size of
until it reaches its peak with achievement improvement, it decreases as social network increases. In contrast, when individuals are exposed to a
achievements continue to increase. This paper considers three possible large social network, high achievement makes them focus on the accu­
reasons for this transformation. The first reason is the limitation of mulation of achievements but neglect their health management, and

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H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

then the level of performance decreases. For example, if individuals age, gender, body weight). Therefore, this health management platform
have a high level of achievement in a large network, they may become provides sufficient data support for our study. Fig. 2 presents an example
more concerned with the accumulation of achievements than in­ of a user homepage and achievement level. The research was approved
dividuals in a small networks, which leads them to become immersed in by the Institutional Review Board of the Guangdong University of
the achievement mechanism but neglect health management perfor­ Technology and was conducted in accordance with the Declaration of
mance. The negative effect of the achievement mechanism is strength­ Helsinki’s statement. Furthermore, according to the legal statement of
ened as the size of the social network increases. Thus, the size of a social website,2 we can use relevant information and content for non-
network negatively moderates the relationship between achievement commercial purposes. These data are voluntarily disclosed online by
and performance, that is, social networks can weaken the positive effects users and do not involve their privacy issues and sensitive personal in­
of achievement and strengthen the negative effects of achievement, formation. We designed a Java-based web crawler program to collect
which leads to diminishing the inverted-U relationship between users’ relevant data and information from the platform automatically,
achievement and performance. Based on what has been discussed above, and based on that data, calculated the relevant variables. Finally, the
we hypothesize the following: data of 1554 users were collected after excluding invalid data.
Following previous literature (Yang, Du, wang, & Wu, 2019), this
H2. The size of a social network diminishes the inverted-U relationship
paper uses the results of users’ weight loss as a proxy of health man­
between the level of achievement and health management performance
agement performance. In our research context, users post their initial
such that a large social network weakens the positive effect of
body weight when they begin using the platform and their current body
achievement on performance and strengthens the negative effect of
weight. The difference between the two body weights (i.e., initial body
achievement on performance.
weight minus current body weight in kilograms) represents the in­
Health condition refers to the level of individuals’ fitness and illness dividual’s health management performance. The specific measurement
(Yang, Du, wang, & Wu, 2019). Previous research has found that in­ used to calculate the performance is as follows:
dividuals’ health condition has a moderating effect on the relationship
Performance = Initial ​ weight(kg) − Current ​ weight(kg)
between health behaviors and their antecedents (Yan et al., 2016).
Generally, health condition affects individuals psychologically and The main independent variable in our empirical research model is
physiologically. The psychological aspect refers to individuals’ depres­ the level of achievement. In our research context, users obtain badges or
sion and anxiety caused by a poor health condition, and the physio­ points if they complete the tasks launched by the platform. These badges
logical aspect refers to individuals’ perceived the lack of fitness caused and points are a proxy of achievement mechanism and reflect users’
by a poor health condition (Xiao et al., 2012). Both the psychological level of achievement. The higher ranking of badges, the higher the
and physiological aspects influence individuals’ self-efficacy when achievement in gamification. Hence, in our main research model, we use
engaging in gamification and individual health management. the number of badges to measure the level of achievement.
Individuals’ health condition negatively moderates the relationship There are two moderating variables in our empirical model: size of
between achievement and performance. When engaging in health social network and health condition. First, following previous literature
management tasks, individuals with poor health condition need in­ (Yang, Du, wang, & Wu, 2019), this paper uses the number of friends on
centives and support more than do individuals with good health con­ the platform to measure the size of the social network in gamification.
dition because of psychological and physiological factors (Xiao et al., Second, we used individuals’ body mass index (BMI) to measure their
2012). The achievement mechanism of gamification is an effective inner health condition. According to Asian health standards reported by
incentive for individuals to improve their behavioral motivation and World Health Organization, BMI in the range of 18.5–24.9 indicates
facilitate their health management (Park & Bae, 2014; Sailer et al., healthy (good health condition); a BMI range of 24.9–29.9 indicates
2017). Moreover, the achievement mechanism can also serve as a design overweight (sub-health condition); and a BMI higher than 29.9 indicates
tool to provide emotional support to individuals with poor health con­ obese (poor health condition, which means people have an increased
dition to deal with their psychological factors, such as depression and risk of death from cancer, heart disease, respiratory disease, kidney
anxiety. Therefore, poor health condition may strengthen the positive disease, and diabetes). This paper uses 1, 2, and 3 to express good health
effects of achievement and weaken the negative effects of achievement, condition, sub-health condition and poor health condition, respectively.
thus leading to diminishing the inverted-U relationship between The specific method used to calculate BMI is:
achievement and performance. Based on this discussion, we hypothesize
Initial ​ weight(kg)
the following: BMI =
Height2 (m)
H3. Individuals’ health condition diminishes the inverted-U relation­
ship between the level of achievement and health management perfor­ We add other factors to our empirical model as control variables.
mance such that poor health condition strengthens the positive effect of First, the study uses individuals’ age and gender to control for de­
achievement on performance and weakens the negative effect of mographic differences. Gender is a dummy variable that is 0 for female
achievement on performance. and 1 for male. The study also uses the number of days since individuals
began to use the health management platform to measure their usage
Fig. 1 presents our research model. time. One of the most important control variables is users’ goal weight.
Given that everyone has different health needs, there are significant
4. Research method differences in their goals for health management performance. Con­
trolling for goal weight can effectively control this difference for
4.1. Data collection and variables different people. The specific measurement used to calculate in­
dividuals’ goal weight is as follows:
This paper collected research data from a real online health man­
Goal = Initial ​ weight(kg) − Goal ​ weight(kg)
agement platform in China (www.boohee.com) that focuses on users’
weight loss management. This platform provides an ideal research
context for our study for the following three reasons: (1) the platform
has developed gamification function to facilitate users’ health man­
agement; (2) users can establish their homepage and social network to
interact with others; (3) most information and data about the users is
available on the social network (e.g., badges, points, number of friends, 2
http://www.boohee.com/boohee/declare.

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H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

Fig. 1. Research model.

Fig. 2. An example of gamification health management.

4.2. Model estimation


Table 1
Variable descriptions.
To test our research hypotheses on the effect of achievement mech­
anism on health management performance, we build the empirical Variable Type Variable Name Symbol Measurement

model to further test the moderating role of social network and health Dependent Performance of Performance The measurement is the
condition. According to the results (the mean and deviation of variables) variable health result of initial body weight
management minus current body weight.
in Table 2, independent and dependent variables are not normally
Independent Achievement Badge The ranking of badges
distributed. To correct for the deviation of the distribution of variables, variable mechanism formed a proxy for users’
this paper uses the log-linear regression as the primary estimation level of achievement.
method. The specific model is as follows: Moderating The size of social Network This paper uses the number
variable network of friends that a user had as
log(performancei) = β0+β1agei+β2genderi+β3log(dayi)+ β4conditioni+β5log a proxy for the size of social
(networki) + β6log(badgei)+ β7log(badgei)2+β8conditioni* log(badgei)+ β9 network.
Health condition Condition According to Body Mass
conditioni*log(badgei) 2 +β10 log(networki)*log(badgei) +β11 log(networki)*
Index (BMI), this paper uses
log(badgei)2+εi 1, 2, and 3 to express good
health condition, sub-
Where i = 1 … N index the user. Here, β0 to β11 are the parameters to health condition and poor
be estimated in the research model. The terms of log(badgei) and log health condition,
(badgei)2 are used to test the linear effect and nonlinear effect on per­ respectively.
formance, respectively. The interaction terms are used to estimate the Control Age Age User’s age
variable Gender Gender Male = 1, Female = 0
moderating effects of health condition and social network on the Usage time Time The number of days since
inverted-U shape. The term εi is an error term associated with obser­ users joined the platform
vation i. Goal health Goal Initial body weight minus
condition goal body weight (the unit
is the kilogram)
4.3. Results

Table 1 presents the variable descriptions. Table 2 presents the


descriptive statistics. Table 3 presents the correlations of variables.
To explore the inverted-U relationship and moderating effects, this

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H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

Table 2 indicating that there is no significant multicollinearity among the in­


Descriptive statistics. dependent variables. The results of the empirical model and effect size
Variable Min Max Mean Deviation tests are presented in Table 4.
After examining the results of the regression, we used the U test
1. Age 18.000 35.000 28.320 2.480
2. Gender 0.000 1.000 0.455 0.499 estimation algorithm by Lind and Mehlum (2010) to verify the stability
3. Time 3.000 372.000 104.960 17.474 of inverted-U relationship. This algorithm is divided into four steps.
4. Goal 1.000 114.000 59.442 12.114 First, we used the Wald test to evaluate the combined significance of
5. Condition 1.000 3.000 1.670 0.767 different variables (linear term and nonlinear term). Second, we used
6. Achievement 1.000 14.00 4.726 1.767
7. Network 0.000 2418.000 20.2967 119.346
our data to analyze and calculate the slope of the low and high
8. Performance 0.000 68.400 3.466 6.808 achievement curve (according to our research data, low point = 0.69
and high point = 2.79). Third, we used the likelihood ratio test to verify
whether the effect of low achievement on performance increases
study follows previous research (Aiken et al., 1991) in using moderated monotonously and the effect of high achievement on performance de­
regression to establish three empirical models: the linear effects model, creases monotonously. Finally, we used the Fieller and Delta confidence
the nonlinear effects model, and the moderation effects model. Further, interval tests to verify whether the poles of the curve fell within the
the study tests the effect size of variables using Cohen’s f,2 which is a interval of high and low values of achievement. If the poles fell within
measurement of the importance of variables. We used this index to the interval of two values, the inverted-U relationship was considered
measure the importance of the quadratic term and the interaction term. stable. Table 5 presents the results of the U test estimation algorithm.
The results of effect size test show that the inverted-U relationship be­ Moreover, following methods employed in previous literature
tween achievement and performance is stronger than the linear rela­ (Haans et al., 2016), we measured the moderating effect of variables on
tionship (Cohen’s f2: 0.020 > 0.004). In addition, the mean variance the U relationship is as follows:
inflation factor (VIF) statistics of the variables are less than 2.0,

Table 3
Correlations of variables.
Variable 1 2 3 4 5 6 7 8

1. Age 1
2. Gender − 0.042*** 1
3. Time − 0.006 0.186** 1
4. Goal 0.052* 0.506** 0.095** 1
5. Condition 0.172** 0.261** 0.004 0.555** 1
6. Achievement 0.249** − 0.433** 0.110** − 0.259** − 0.122** 1
7. Network 0.008 − 0.096** 0.098** − 0.060* − 0.031 0.334** 1
8. Performance 0.133** − 0.073** 0.076** 0.322** 0.322** 0.107** 0.006 1

** Correlation is significant at the 0.01 level (2-tailed). * Correlation is significant at the 0.05 level (2-tailed).

Table 4
Results of the research model.
Independent Variable Model 1 Model 2 Model 3 Model 4 Effect Size

Linear Nonlinear Moderation Moderation Cohen’s(f)

Control Variable Constant − 2.874*** − 5.985*** − 2.195 − 9.207***


(-8.603) (-9.306) (-1.490) (-6.938)
Age 0.041*** 0.037*** 0.036*** 0.030***
(4.274) (3.891) (3.798) (3.218)
Gender − 0.492*** − 0.470*** − 0.495*** − 0.401***
(-8.767) (-8.447) (-8.862) (− 7.135)
Log(Day) 0.166*** 0.167*** 0.173*** 0.174***
(5.140) (5.227) (5.409) (5.502)
Log(Goal) 0.439*** 0.427*** 0.414*** 0.409***
(9.645) (9.482) (9.171) (9.156)
Linear Effect Condition 0.124*** 0.117*** − 1.974** 0.126*** 0.005
(3.018) (2.858) (-2.501) (3.114)
Log(Network) 0.042** 0.093*** 0.086*** 1.284*** 0.002
(2.423) (4.787) (4.400) (4.849)
Log(Badge) 0.304*** 4.099*** 0.240 7.029*** 0.004
(2.618) (6.006) (0.146) (4.587)
Nonlinear Effect Log(Badge)2 − 1.138*** − 0.193 − 1.709*** 0.020
(-5.641) (-0.415) (-3.808)
Moderation Effect Condition* Log(Badge) 2.131** 0.005
(2.335)
Condition* Log(Badge)2 − 0.512** 0.008
(-1.962)
Log(Network)* Log(Badge) − 1.083*** 0.019
(-3.800)
2
Log(Network)* Log(Badge) 0.232*** 0.004
(3.018)
2
Adjust-R 0.250 0.265 0.270 0.282
F 74.948*** 70.864*** 58.582*** 62.100***

t statistics in parentheses, *p < 0.1, **p < 0.05, ***p < 0.01.

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Table 5 and the level of health management performance. The empirical results
Results of inverted-U-test estimation algorithm. of model 4 in Table 4 demonstrate that the coefficient of the linear term
Test process and content Result is positive and statistically significant (β6 = 7.029, p < 0.01, β10 =
− 1.083, p < 0.01), and the coefficient of the square term of achievement
Wald test (H0: linear = nonlinear = 0) 0.000***
The slope of linear effect 2.530*** is negative and statistically significant (β7 = − 1.709, p < 0.01, β11 =
The slope of nonlinear effect − 2.063*** 0.232, p < 0.01). Based on the related method that was discussed above
A likelihood test 0.000*** (7.029*x-1.709*size*x, − 1.709*x2-0.232*size*x2), the size of the social
Extreme point 1.802 network negatively moderates the relationship between achievement
Fieller test (95%)
Low − 0.923
and performance such that the size of the social network weakens the
High 2.985 positive effect (linear) of achievement on the level of performance and
Delta test (95%) strengthens the negative effect (nonlinear) of achievement on the level
Low − 1.091 of performance. Fig. 4 shows the moderating effect of social network.
High 3.320
Hypotheses 3 predicted that health condition negatively moderates
t statistics in parentheses, *p < 0.1, **p < 0.05, ***p < 0.01. the inverted-U relationship between achievement and performance. The
Y = β0+β1X+β2X2+β3XZ+β4X2Z+β5Z → Y = β0+(β1+β3Z)X+(β2+β4Z) empirical results of model 3 in Table 4 demonstrate that the coefficient
X2+β5Z of the linear term is positive and statistically significant (β6 = 0.240, p >
0.01, β10 = 2.131, p < 0.05), and the coefficient of the square term of
Y, X and Z indicate the dependent variable, the independent variable, achievement is negative and statistically significant (β7 = − 0.193, p >
and the moderating variable, respectively. Measurement of the linear 0.01, β11 = − 0.512, p < 0.05). Based on the related method that was
effect is conducted to compare the differences between (β1+β3Zhigh) and discussed above (2.131*condition*x, − 0.512*condition*x2), health
(β1+β3Zlow), and the nonlinear effect is measured to compare the dif­ condition diminishes the inverted-U relationship between achievement
ferences between (β2+β4Zhigh) and (β2+β4Zlow). and performance such that poor health condition strengthens the posi­
Hypothesis 1 predicted that an inverted-U relationship exists be­ tive effect (linear) of achievement on the level of performance and
tween level of achievement and health management performance. Ac­ weakens the negative effect (nonlinear) of achievement on the level of
cording to the empirical results in model 2 of Table 4, the coefficient of performance. Fig. 5 presents the moderating effect of health condition.
the nonlinear term of achievement is negative and statistically signifi­
cant (β7 = − 1.138, p < 0.01), and the coefficient of the linear term is
positive and statistically significant (β6 = 4.099, p < 0.01). Although the 4.4. Robustness checks
empirical results show the curvilinear relationship between achieve­
ment and performance, its stability remains unknown. The results of To validate the robustness of the research results, we conducted two
Table 5 find that the inverted-U relationship between achievement and robustness checks. First, we replaced the independent variables to run
performance is stable. When the level of achievement reaches 1.802, the the model again, through which we investigated the effects of level of
level of health management performance is highest. If the level of achievement and health condition using other measurements. In the
achievement is less than 1.802, achievement positively affects perfor­ main model, we used the ranking of badges as a proxy of the level of
mance. If the achievement exceeds 1.802, the effect of achievement on achievement, and used 1, 2, and 3 to express good health condition, sub-
performance begins to decline. This result supports Hypothesis 1 that health condition, and poor health condition, respectively. In the
there is an inverted-U relationship between achievement and perfor­ robustness check, we used the value of gamification points as a proxy of
mance. Fig. 3 presents the inverted-U relationship between achievement the level of achievement and users’ BMI as a proxy of health condition.
and performance. The results of this robustness check are presented in Table 6 and are
Hypotheses 2 predicted that the size of the social network negatively consistent with the results of the main model.
moderates the inverted-U relationship between the level of achievement Second, we replaced the dependent variable to run the model again,
through which we investigated the role of health management perfor

Fig. 3. Inverted-U relationship between achievement and performance.

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H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

Fig. 4. Moderating effect of social network.

Fig. 5. Moderating effect of health condition.

mance using other measurements. In the main model, we used initial 5. Discussion and implications
body weight minus current body weight as a proxy of performance and
controlled individuals’ goal weight. In the robustness check, we used the Our research established a theoretical model to explore the inverted-
completion condition of the goal as a proxy of health management U relationship between the achievement mechanism of gamification and
performance. The specific measurement used to calculate performance the level of performance, as well as to examine the moderating effects of
is as follows: social network and health condition. We collected objective data to test
the empirical model we created. By doing so, this research provides
Initial ​ weight(kg) − Current ​ weight(kg)
Performance = several key findings that contribute to the literature on gamification and
Initial ​ weight(kg) − Goal ​ weight(kg)
have implications for gamification designers.
Moreover, given that the new dependent variable ranges from 0 to 1,
we converted logarithmic regression to normalized linear regression. 5.1. Key findings and discussion
The standardization formula we used is as follows:
(x − x) Our research provides three significant key findings. First, we found
Standard(x) =
δx that there is an inverted-U relationship between achievement and health
management performance. Unlike previous research (Groening & Bin­
The results of the robustness check are presented in Table 7 and are newies, 2019; Hamari, 2017), this paper considers that rather than there
consistent with the results of the main model. being a linear relationship between achievement and performance, they
have a curvilinear relationship. Initially, the level of health management

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H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

Table 6
Results of robustness check (independent variable).
Independent Variable Model 1 Model 2 Model 3 Model 4

Linear Nonlinear Moderator Moderator

Control Variable Constant − 5.381*** − 7.561*** − 1.728 − 12.728***


(-9.041) (-10.427) (-0.834) (-8.172)
Age 0.042*** 0.038*** 0.038*** 0.037***
(4.415) (4.075) (4.015) (3.916)
Gender − 0.558*** − 0.545*** − 0.552*** − 0.517***
(-10.085) (-9.940) (-10.064) (-9.377)
Log(Day) 0.177*** 0.178*** 0.183*** 0.182***
(5.482) (5.546) (5.693) (5.686)
Log(Goal) 0.360*** 0.350*** 0.341*** 0.342***
(7.188) (7.050) (6.842) (6.906)
Linear Effect Log(BMI) 0.879*** 0.892*** − 0.871 0.900***
(4.658) (4.763) (-1.373) (4.831)
Log(Network) 0.158*** 0.202*** 0.202*** 1.902***
(3.847) (4.869) (4.861) (4.355)
Log(Point) 0.060** 0.793*** − 0.609* 2.509***
(2.459) (5.519) (-1.687) (4.867)
Nonlinear Log(Point)2 − 0.060*** 4.151 − 0.196***
Effect (-5.177) (1.445) (-4.368)
Moderation Log(BMI)* Log(Point) 0.420***
Effect (3.732)
Log(BMI)* Log(Point)2 − 0.017***
(-4.812)
Log(Network)* Log(Point) − 0.568***
(-3.590)
Log(Network)* Log(Point)2 0.045***
(3.170)
Adjust-R Square 0.253 0.265 0.267 0.273
F 76.220*** 71.155*** 63.851*** 59.229***

t statistics in parentheses, *p < 0.1, **p < 0.05, ***p < 0.01.

Table 7
Results of robustness check (dependent variable).
Independent Variable Model 1 Model 2 Model 3 Model 4

Linear Nonlinear Moderation Moderation

Control Variable Constant 0.243*** 0.269*** 0.284 0.273***


(40.296) (37.994) (31.519) (38.254)
S(Age) 0.030*** 0.026*** 0.025*** 0.024***
(4.617) (4.029) (3.913) (3.851)
S(Gender) − 0.078*** − 0.071*** − 0.069*** − 0.073***
(-10.908) (-9.907) (-9.727) (-10.194)
S(Day) 0.026*** 0.027*** 0.027*** 0.027***
(4.072) (4.401 (4.398) (4.391)
Linear Effect S(Condition) 0.049*** 0.048*** 0.062*** 0.048***
(7.678) (7.604) (8.342) (7.583)
S(Network) 0.007** 0.011* 0.011* 0.145**
(1.919) (1.771) (1.657) (2.558)
S(Badge) 0.029*** 0.064*** 0.085** 0.063***
(3.888) (7.088) (5.516) (7.093)
Nonlinear Effect S(Badge)2 − 0.026*** − 0.027** − 0.029***
(-6.780) (-6.572) (-7.093)
Moderation Effect S(Condition)*S(Badge) 0.055***
(2.690)
S(Condition)*S(Badge)2 − 0.013***
(-2.746)
S(Network)* − 0.025***
S(Badge) (-3.099)
S(Network)*S(Badge)2 0.014***
(3.336)
Adjust-R Square 0.158 0.182 0.185 0.188
F 49.617*** 50.332*** 40.129*** 40.940***

t statistics in parentheses, *p < 0.1, **p < 0.05, ***p < 0.01.

performance increases with the growth of individuals’ achievements. performance. Hence, to some extent, the level of achievement can
After reaching the peak of inverted-U shape, the level of health man­ positively affect the level of individuals’ health management perfor­
agement performance decreases with the increase of achievements. The mance. However, after reaching the peak of inverted-U shape, perfor­
achievement mechanism of gamification plays the role of an externally mance decreases as achievements continue to increase.
provided goal to promote individuals’ behavioral motivation to engage Second, the results of the empirical model indicated that the size of
in health management, thus increasing the level of health management individuals’ social network negatively moderates the inverted-U

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H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

relationship between achievement and performance. Unlike previous management domain (Allam et al., 2015; Lee et al., 2017; Maher et al.,
studies that investigated the direct effects of social network (Du et al., 2015), these research has ignored the influence of individuals’ health
2020; Hamari & Koivisto, 2015), this paper measured its moderating characteristics on health management of gamification. To fill this
effects. The results of our empirical research found evidence to support research gap, our study explored the moderating effect of individuals’
that the size of the social network has a negatively moderating effect. health condition. The empirical results reveal that health condition di­
That is, a large social network weakens the positive effect of achieve­ minishes the inverted-U relationship between achievement and perfor­
ment on the level of performance and strengthens the negative effect of mance. This finding suggests an extension of the health condition
achievement on the level of performance. We provide a possible reason moderator in goal setting theory for gamification health management
for this moderating effect: when individuals’ low achievement is research.
exposed to a large social network, individuals’ self-efficacy may be
decreased and their performance may decrease because low achieve­ 5.3. Practical implications
ment in a large social network makes individuals feel ashamed. In
contrast, when individuals are exposed to a large social network, high Our research findings provide new insights into the design of gami­
achievement may make them focus on the achievement mechanism of fication and health management platforms, as well as highlighting
gamification but neglect their health management, and this may also several strategies that can be employed by practitioners of health
cause the level of performance to decrease. Therefore, a larger size of management platforms.
social network diminishes the inverted-U relationship between First, although achievement mechanism is the main incentive factor
achievement and performance. of gamification health management, managers should understand the
Third, the results of the empirical model demonstrated that in­ limitations of the influence of achievement mechanism. According to the
dividuals’ health condition negatively moderates the inverted-U rela­ results of this study, the positive impact of achievement mechanism on
tionship between achievement and performance. The results of our the performance of individuals’ weight management is limited. There
empirical research found that health condition has a negatively may be two main reasons: one is that users are tired of achievement
moderating effect on this inverted-U relationship. That is, poor health mechanism; the other is that users pursue achievement level excessively
condition strengthens the positive effect of achievement on the level of and obtain points and badges by deception instead of paying attention to
performance and weakens the negative effect of achievement on the health management performance. For the first reason, managers should
level of performance. There is a possible reason for this moderating ef­ develop more interesting achievement reward schemes to prevent users
fect: because of psychological and physiological influences, people with from getting bored because of the single way to get achievements. For
poor health condition may have higher health needs in performing the second reason, managers should design more strict management
health management, which leads to the poor health condition enhancing methods to prevent users from cheating to get achievement awards.
the inverted-U relationship between achievement mechanism and Second, the achievement mechanism of gamification can positively
health management performance. influence the level of individuals’ weight management performance
until reaching peak, and then the level of performance will decrease as
5.2. Theoretical implications achievements continue to increase. Therefore, achievement is a short-
term incentive mechanism for individuals’ behavioral performance
Our research has several theoretical contributions. First, the study rather than a long-term incentive mechanism. Furthermore, given that
contributes to the literature on gamification by exploring an inverted-U individuals’ weight management represents a long-term process,
relationship between achievement and health management perfor­ achievement mechanisms may not be an effective way to consistently
mance. Although previous studies on gamification have investigated the motivate health behaviors and improve performance. In the middle and
effect of the achievement mechanism on behavioral performance (Koi­ late stages of health management platforms, gamification should
visto & Hamari, 2014; Landers et al., 2017; Suh et al., 2017), these develop more effective mechanisms to improve individuals’ self-
studies mainly examined the linear effect of achievement, rather than a efficacy. For example, designers could integrate cooperation, competi­
nonlinear effect. Employing the theoretical foundation of goal setting tion, and supervisory mechanisms with achievement mechanisms to
theory (Locke & Latham, 2002), our study established a research model enhance the level of performance.
to test this nonlinear relationship. Our research findings demonstrated Third, although previous literature on gamification and health
the inverted-U relationship between level of achievement and level of management has found that social network positively affects in­
health management performance. The results of our study help us un­ dividuals’ health behavior, our research found the size of the social
derstand the effect of the achievement mechanism on the level of health network negatively moderates the relationship achievement and per­
management performance and contribute to the literature on formance. Hence, designers should consider both the positive direct and
gamification. negative indirect effects of social networks to develop a more effective
Second, our research findings enrich the literature on health man­ gamification design. For example, designers could consider individuals’
agement of gamification by identifying the underlying moderating effect level of achievement to design different social network patterns. More­
of social network on the achievement mechanism of gamification. Pre­ over, the moderating effect of social network size on the relationship
vious literature on gamification has mainly investigated the direct effect between achievement and performance may also depend on the per­
of social network on individuals’ behavioral performance (Du et al., sonality characteristics of users. At present, the health management
2020; Hamari & Koivisto, 2015) and overlooked the indirect effect of platform has not paid attention to the influence of personality charac­
social network on level of performance. To fill this research gap, we built teristics and social networks on the performance of gamification health
an empirical model to investigate the moderating effect of the size of management. In the future development and design, managers of the
social network on the inverted-U relationship between achievement and platform should pay more attention to the relationship between per­
performance. The empirical results of our research demonstrate that the sonality characteristics and social network. Managers can investigate
size of the social network diminishes the inverted-U relationship. This and distinguish users through personality measurement scale. For
finding helps us to understand the role of social network in gamification, extroverted users, designers should enhance their social interaction. For
as well as contributes to the literature on health management. introverted users, designers should try not to expose their achievement
Third, this study extends goal setting theory by creating under­ levels to social networks.
standing of the moderating effect of health condition on the inverted-U Fourth, different achievement mechanisms should be used for users
relationship between achievement and performance. Although many with different health conditions. Differences in health condition lead to
studies have examined the role of gamification in the health different effects of the same achievement mechanism on different users.

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H. Yang and D. Li Computers in Human Behavior 121 (2021) 106805

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