Skip to content
MathsGenie logo
Open app

Course home

  1. A Level
  2. Psychology Edexcel
  3. Question bank

Content

EasyMediumHard
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338
Question 109

Gamified Fitness Application Study

Gamified health and fitness applications have experienced a surge in global popularity, with users often purchasing virtual rewards (such as premium achievement badges, visual avatar customisation accessories, or milestone trophies) to mark their fitness accomplishments or showcase status within their peer groups.

A team of researchers investigated whether the frequency of these microtransactions was related to the overall time spent engaging with the application. The researchers surveyed 50 active users of a well-known gamified fitness app, collecting data on the average number of weekly hours spent tracking workouts and the total number of virtual fitness trophy purchases made during a one-month period.

Scatter graph showing the relationship between weekly workout tracking hours and virtual fitness trophy purchases

Using research evidence, explain how far biological psychology could account for the findings regarding the purchase of virtual fitness trophies in this gamified fitness application study.

[6]

Content Questions

  1. A Level
  2. /Psychology
  3. /Content

Practise Edexcel A Level Psychology Content with exam-style questions for A Level Psychology. 1,059 questions covering Diagnosis of mental disorders (4 Ds), Classification systems (DSM and ICD), Schizophrenia and one other disorder, Treatments for the two disorders, Individual differences, and Developmental psychology, matched to the Edexcel A Level Psychology (9PS0) specification and written in Paper 1, Paper 2 and Paper 3 style. Every question includes a full worked solution and mark scheme, so you can see where marks are awarded rather than just whether you got the answer right.

Question bank