Digital tracking, gamification, social media, and AI: How technology influences motivation

Abstract Digital tools, from activity trackers and calorie‐counting apps to learning platforms and AI‐coaches, underlie much of consumers' goal pursuit. Yet features that inspire motivation can also undermine it. When do technologies motivate, and when do they backfire? To address this question, we integrate research on motivation and consumer technology to develop a conceptual model specifying the mechanisms through which technologies enhance or erode motivation. We organize four core functionalities (data capture, gamification, social media, and AI‐powered dynamic feedback) and their motivational consequences (benefits vs. drawbacks) into the GAINS (Goal clarity and attainability, Action‐Intention, Intrinsic enjoyment, New information, and Support) and DRAINs (Distraction, Reward misalignment, Action avoidance, Information overload, and Negative self‐efficacy) framework. This model advances theory by bridging classic motivational principles with emerging research on technology and helps predict when and why technologies will motivate or demotivate users, opening avenues for future research and offering guidance for building technologies that truly motivate.

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Publication Details

Journal
Consumer Psychology Review
Published
2025-11-27
DOI
https://doi.org/10.1002/arcp.70004
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Digital tracking, gamification, social media, and AI: How technology influences motivation

Marissa Sharif, Kaitlin Woolley
Consumer Psychology Review
Educational Games and Gamification
article

Digital tracking, gamification, social media, and AI: How technology influences motivation

Marissa Sharif, Kaitlin Woolley
article en

Abstract

Abstract Digital tools, from activity trackers and calorie‐counting apps to learning platforms and AI‐coaches, underlie much of consumers' goal pursuit. Yet features that inspire motivation can also undermine it. When do technologies motivate, and when do they backfire? To address this question, we integrate research on motivation and consumer technology to develop a conceptual model specifying the mechanisms through which technologies enhance or erode motivation. We organize four core functionalities (data capture, gamification, social media, and AI‐powered dynamic feedback) and their motivational consequences (benefits vs. drawbacks) into the GAINS (Goal clarity and attainability, Action‐Intention, Intrinsic enjoyment, New information, and Support) and DRAINs (Distraction, Reward misalignment, Action avoidance, Information overload, and Negative self‐efficacy) framework. This model advances theory by bridging classic motivational principles with emerging research on technology and helps predict when and why technologies will motivate or demotivate users, opening avenues for future research and offering guidance for building technologies that truly motivate.

Consumer Psychology ReviewVol. 9(1)
Cornell University (US), SC Johnson (United States) (US), University of Pennsylvania (US)
Openalex Percentile: Top 59%
Educational Games and Gamification
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