Evidence map›Paper›PMID 42837391›Full record

ArticlePloS one2026

Gameful experience, exercise identity, and exercise adherence among Chinese university students: A moderated chain mediation model.

Jingjing Song, Jiaying Li, Dan Li

Abstract read
In one paragraph

Article in PloS one, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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1 · What the graph read from it

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2 · The registry

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3 · Its place in the literature

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4 · The record

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5 · Who and what money

Authors and funding

3 authors.

Jingjing SongCollege of Physical Education and Health Management, Chongqing University of Education, Chongqing, China.ORCID https://orcid.org/0009-0007-3088-8900
Jiaying LiSchool of Physical Education, Chongqing University of Posts and Telecommunications, Chongqing, China.
Dan LiSchool of Physical Education, Wuhan University of Science and Technology, Wuhan, Hubei, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGamified fitness applications have grown in popularity, yet it remains unclear how gameful experience, defined as users' subjective perception of game-like engagement during app-supported exercise, is associated with exercise adherence.

methodsA cross-sectional survey was conducted among N = 300 Chinese university students who were active users of gamified fitness applications. Data were collected via an online questionnaire platform (Questionnaire Star) from March 5 to April 5, 2026. Participants completed validated measures of gameful experience (GAMEX), exercise identity (EI), exercise habit formation (EHF), intolerance of uncertainty (IU), and exercise adherence (EA). A moderated chain mediation model was tested using hierarchical regression analysis and bias-corrected bootstrap resampling (5,000 iterations). An indirect effect was considered statistically different from zero when its 95% confidence interval excluded zero.

resultsGameful experience was positively associated with exercise adherence ([Formula: see text] = .264, p < .001). The observed associations were consistent with three indirect pathways: GAMEX [Formula: see text] EI [Formula: see text] EA (effect = .065, 95% CI [.020, .114]); GAMEX [Formula: see text] EHF [Formula: see text] EA (effect = .043, 95% CI [.002, .087]); and GAMEX [Formula: see text] EI [Formula: see text] EHF [Formula: see text] EA (effect = .085, 95% CI [.054, .123]). IU moderated the GAMEX-EI association ([Formula: see text] = .237, p < .001, [Formula: see text] = .036); the estimated chain indirect effect ranged from .034 (95% CI [.001, .072]) at low IU to .136 (95% CI [.080, .201]) at high IU. These estimates describe conditional associations and do not establish causal or temporal ordering.

conclusionsThe findings are consistent with the hypothesized ordering of gameful experience, exercise identity, exercise habit formation, and adherence, while alternative causal orderings remain possible. The moderation result suggests that IU may be a useful boundary condition to examine in longitudinal and experimental studies of identity-supportive app features.

Indexed as

ExerciseStudentsVideo GamesAdolescentAdultChinaCross-Sectional StudiesFemaleHumansMaleSurveys and QuestionnairesUniversitiesYoung Adult

Identifiers

PMID42837391
PMCPMC13641342

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.