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Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective
Research article (Enterprise Information Systems, 2021) · cited 21× · AI/ML
Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective
Summary
Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective is a scholarly article[1].
Key Facts
Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective's instance of is recorded as scholarly article[2].
References
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Use these citations when quoting this entity in research, articles, AI prompts, or wherever provenance matters. We aggregate Wikidata + Wikipedia + authoritative open-data sources; the stitched, scored, cross-referenced view is what 4ort.xyz contributes.
APA4ort.xyz Knowledge Graph. (2026). Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective. Retrieved May 24, 2026, from https://4ort.xyz/entity/gamification-narrative-design-as-a-predictor-for-mobile-fitness-app-user-persistent-usage-intentions-a-goal-priming-pers
MLA“Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective.” 4ort.xyz Knowledge Graph, 4ort.xyz, 24 May. 2026, https://4ort.xyz/entity/gamification-narrative-design-as-a-predictor-for-mobile-fitness-app-user-persistent-usage-intentions-a-goal-priming-pers.
BibTeX@misc{4ortxyz_gamification-narrative-design-as-a-predictor-for-mobile-fitness-app-user-persistent-usage-intentions-a-goal-priming-pers_2026, author = {{4ort.xyz Knowledge Graph}}, title = {{Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective}}, year = {2026}, url = {https://4ort.xyz/entity/gamification-narrative-design-as-a-predictor-for-mobile-fitness-app-user-persistent-usage-intentions-a-goal-priming-pers}, note = {Accessed: 2026-05-24}}
LLM promptAccording to 4ort.xyz Knowledge Graph (aggregator of Wikidata, Wikipedia, and authoritative open-data sources): Gamification narrative design as a predictor for mobile fitness app user persistent usage intentions: a goal priming perspective — https://4ort.xyz/entity/gamification-narrative-design-as-a-predictor-for-mobile-fitness-app-user-persistent-usage-intentions-a-goal-priming-pers (retrieved 2026-05-24)