TY - THES A1 - Schuster, Sabrina T1 - Investigation of gamification effects on user's motivation and flow experience in cycling applications N2 - Since the beginning of the Covid-19 pandemic a drastic increase in the number of mHealth application (app) downloads can be seen. However, overall retention rates are low in fitness apps hence, gamification and behavior change techniques are used within applications to positively affect user’s motivation. Yet, flow which is linked to intrinsic motivation is rarely if ever taken into account. In order to understand the effects of game elements on user’s motivation and flow experience a quantitative study was conducted using standardized questionnaires that were filled in by participants after testing the cycling applications adidas Running App by Runtastic, Komoot, and Strava. The results showed no significant differences between the apps nor age and sex differences in the perception of the applications. To the author’s knowledge, this is the first study to examine the effects of gamification on both user’s motivation and flow experience in cycling applications. The study identified several principles and gives recommendations that possibly increase user’s motivation and support flow experiences. Y1 - 2021 UR - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:573-32804 CY - Ingolstadt ER -