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Considering that an increasing number of people lead sedentary lifestyles, using personalized gameful applications to encourage physical activity is a particularly relevant domain. In this article, we investigate behavior change intentions and Hexad user types as factors to personalize gameful fitness applications. We first explored the potential of these two factors by analyzing differences in the perceived persuasiveness of gameful design elements using a storyboards-based online study (\n                    <jats:inline-formula>\n                      <jats:alternatives>\n                        <jats:tex-math>$$N=178$$<\/jats:tex-math>\n                        <mml:math xmlns:mml=\"http:\/\/www.w3.org\/1998\/Math\/MathML\">\n                          <mml:mrow>\n                            <mml:mi>N<\/mml:mi>\n                            <mml:mo>=<\/mml:mo>\n                            <mml:mn>178<\/mml:mn>\n                          <\/mml:mrow>\n                        <\/mml:math>\n                      <\/jats:alternatives>\n                    <\/jats:inline-formula>\n                    ). Our results show several significant effects regarding both factors and thus support the usefulness of them in explaining perceptual differences. Based on these findings, we implemented \u201cEndless Universe,\u201d a personalized gameful application encouraging physical activity on a treadmill. We used the system in a laboratory study (\n                    <jats:inline-formula>\n                      <jats:alternatives>\n                        <jats:tex-math>$$N=20$$<\/jats:tex-math>\n                        <mml:math xmlns:mml=\"http:\/\/www.w3.org\/1998\/Math\/MathML\">\n                          <mml:mrow>\n                            <mml:mi>N<\/mml:mi>\n                            <mml:mo>=<\/mml:mo>\n                            <mml:mn>20<\/mml:mn>\n                          <\/mml:mrow>\n                        <\/mml:math>\n                      <\/jats:alternatives>\n                    <\/jats:inline-formula>\n                    ) to study actual effects of personalization on the users\u2019 performance, enjoyment and affective experiences. While we did not find effects on the immediate performance of users, positive effects on user experience-related measures were found. The results of this study support the relevance of behavior change intentions and Hexad user types for personalizing gameful fitness systems further.\n                  <\/jats:p>","DOI":"10.1007\/s11257-021-09288-6","type":"journal-article","created":{"date-parts":[[2021,1,31]],"date-time":"2021-01-31T23:28:21Z","timestamp":1612135701000},"page":"675-712","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":34,"title":["Potential and effects of personalizing gameful fitness applications using behavior change intentions and Hexad user types"],"prefix":"10.1007","volume":"31","author":[{"ORCID":"https:\/\/orcid.org\/0000-0003-0279-5276","authenticated-orcid":false,"given":"Maximilian","family":"Altmeyer","sequence":"first","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Pascal","family":"Lessel","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Subhashini","family":"Jantwal","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Linda","family":"Muller","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Florian","family":"Daiber","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]},{"given":"Antonio","family":"Kr\u00fcger","sequence":"additional","affiliation":[],"role":[{"vocabulary":"crossref","role":"author"}]}],"member":"297","published-online":{"date-parts":[[2021,2,1]]},"reference":[{"key":"9288_CR1","doi-asserted-by":"publisher","DOI":"10.3389\/frai.2020.00007","author":"N Aldenaini","year":"2020","unstructured":"Aldenaini, N., Alqahtani, F., Orji, R., Srinivas, S.: Trends in persuasive technologies for physical activity and sedentary behavior: a systematic review. 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