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    <subfield code="a">10.1108/EJMBE-09-2019-0163</subfield>
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    <subfield code="a">eng</subfield>
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  <datafield tag="100" ind1=" " ind2=" ">
    <subfield code="a">Bitrián, P.</subfield>
    <subfield code="u">Universidad de Zaragoza</subfield>
    <subfield code="0">(orcid)0000-0001-6325-6773</subfield>
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  <datafield tag="245" ind1=" " ind2=" ">
    <subfield code="a">Gamification in sport apps: the determinants of users'' motivation</subfield>
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    <subfield code="c">2020</subfield>
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    <subfield code="a">Access copy available to the general public</subfield>
    <subfield code="f">Unrestricted</subfield>
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    <subfield code="a">Purpose: Gamification is a tool with great potential to motivate individuals to increase their physical activity. That is why sport apps for mobile devices, such as Nike+ or Strava, have integrated game elements. There is, however, little evidence of gamification''s effectiveness in this field. Therefore, the aim of the present study is to analyze the impact of game elements included in gamified sports'' apps on the satisfaction of basic psychological needs (i.e. competence, autonomy and relatedness). Similarly, the research analyzes the impact of these needs on autonomous motivation. 
Design/methodology/approach: To achieve these goals, data were collected from users of gamified sport apps, using an online questionnaire. The data were analyzed using partial least squares structural equation modeling. 
Findings: The results showed that interaction in the app with achievement-related game elements satisfied the needs for competence, autonomy and relatedness; social-related elements satisfied the need for relatedness; and immersion-related elements satisfied the needs for competence and autonomy. Similarly, satisfaction of the needs for autonomy and relatedness while using the app is crucial to experience autonomous motivation. 
Practical implications: The findings of this study provide guidelines for practitioners and app developers. 
Originality/value: Based on self-determination theory, the paper provides new insights into the relationship between game elements included in sport apps and individuals'' basic psychological needs and motivation.</subfield>
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    <subfield code="9">info:eu-repo/grantAgreement/ES/MINECO-FEDER/ECO2017-82103-P</subfield>
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  <datafield tag="700" ind1=" " ind2=" ">
    <subfield code="a">Buil, I.</subfield>
    <subfield code="u">Universidad de Zaragoza</subfield>
    <subfield code="0">(orcid)0000-0001-6631-8909</subfield>
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    <subfield code="a">Catalán, S.</subfield>
    <subfield code="u">Universidad de Zaragoza</subfield>
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    <subfield code="a">Universidad de Zaragoza</subfield>
    <subfield code="b">Dpto. Direc.Mark.Inves.Mercad.</subfield>
    <subfield code="c">Área Comerci.Investig.Mercados</subfield>
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  <datafield tag="773" ind1=" " ind2=" ">
    <subfield code="g">29, 3 (2020), 365-381</subfield>
    <subfield code="p">Eur. j. manag. bus. econ.</subfield>
    <subfield code="t">European Journal of Management and Business Economics</subfield>
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