The results obtained by this study indicate that the 1) experience ofaffective feedback is facilitated by the perceived prominence ofgamification and quantified-self designs and is positively associatedwith intentions to continue the use of a motivational IS and is solely andpositively associated with perceived benefits from the use of a motivationalIS, 2) experience of social feedback is facilitated by the perceivedprominence of social networking designs, negatively associatedwith the perceived prominence of gamification and did not translateinto perceived benefits from the use of a motivational IS or intentions tocontinue its use, and 3) experience of informational feedback is solelyfacilitated by the perceived prominence of quantified-self features andpositively associated with intentions to continue the use of a motivationalsystem. The implications of these results are discussed in thissection.