Mobile Healthcare Applications and Gamification for Sustained Health Maintenance

被引:35
作者
Lee, Changjun [1 ]
Lee, Kyoungsun [2 ]
Lee, Daeho [3 ]
机构
[1] Natl Univ Singapore, Lee Kuan Yew Sch Publ Policy, 469C Bukit Timah Rd, Singapore 259772, Singapore
[2] Korea Informat Soc Dev Inst, Dept ICT Strategy Res, 18 Jeongtong Ro, Jincheon Gun 27872, Chungchengbuk D, South Korea
[3] Sungkyunkwan Univ, Dept Interact Sci, 25-2 Sungkyunkwan Ro, Seoul 03063, South Korea
来源
SUSTAINABILITY | 2017年 / 9卷 / 05期
关键词
mobile App healthcare; gamification; sustained health maintenance; structural equation model; TECHNOLOGY ACCEPTANCE MODEL; PROMOTE PHYSICAL-ACTIVITY; ACTIVE VIDEO GAMES; WEIGHT-LOSS; INFORMATION-TECHNOLOGY; SMARTPHONE APPLICATION; BEHAVIOR-CHANGE; CHILDREN; ADOPTION; TRIAL;
D O I
10.3390/su9050772
中图分类号
X [环境科学、安全科学];
学科分类号
08 ; 0830 ;
摘要
This paper examines how gamification affects user intention to use mobile healthcare applications (mHealth) and how the effect of gamification works differently according to health status, age, and gender. We use data from a mobile survey conducted by a Korean representative survey agency. We estimate the effect of gamification on user intention to use mobile healthcare applications based on a structural equation model and examine the moderating effects of self-reported health status, age, and gender. We find that gamification is effective in increasing user intention to use mHealth, especially in the healthy and younger groups. These findings suggest that mHealth, with the gamification factor, would encourage healthy (but lack exercise) people as well as unhealthy people to maintain their health status, and thus the mHealth developers need to consider the gamification factor when they develop mHealth services for healthy people.
引用
收藏
页数:12
相关论文
共 58 条
  • [1] [Anonymous], 2010, An integrated approach to communication theory and research
  • [2] Bagozzi R., 1988, Journal of the Academy of Marketing Science, V16, P74, DOI [10.1007/BF02723327, DOI 10.1007/BF02723327, 10.1177/009207038801600107]
  • [3] IRRATIONAL BEHAVIOR AND ECONOMIC-THEORY
    BECKER, GS
    [J]. JOURNAL OF POLITICAL ECONOMY, 1962, 70 (01) : 1 - 13
  • [4] Benbasat I, 2010, MIS QUART, V34, P367
  • [5] Active Video Games to Promote Physical Activity in Children and Youth A Systematic Review
    Biddiss, Elaine
    Irwin, Jennifer
    [J]. ARCHIVES OF PEDIATRICS & ADOLESCENT MEDICINE, 2010, 164 (07): : 664 - 672
  • [6] Exergames for health and fitness: the roles of GPS and geosocial apps
    Boulos, Maged N. Kamel
    Yang, Stephen P.
    [J]. INTERNATIONAL JOURNAL OF HEALTH GEOGRAPHICS, 2013, 12
  • [7] Adherence to a Smartphone Application for Weight Loss Compared to Website and Paper Diary: Pilot Randomized Controlled Trial
    Carter, Michelle Clare
    Burley, Victoria Jane
    Nykjaer, Camilla
    Cade, Janet Elizabeth
    [J]. JOURNAL OF MEDICAL INTERNET RESEARCH, 2013, 15 (04)
  • [8] The acceptance and diffusion of the innovative smart phone use: A case study of a delivery service company in logistics
    Chen, Jengchung V.
    Yen, David C.
    Chen, Kuanchin
    [J]. INFORMATION & MANAGEMENT, 2009, 46 (04) : 241 - 248
  • [9] Connelly KH, 2006, ELEKTROTECH INFORMAT, V123, P124, DOI 10.1007/s00502-006-0326
  • [10] The adoption of Web 2.0 services: An empirical investigation
    Corrocher, Nicoletta
    [J]. TECHNOLOGICAL FORECASTING AND SOCIAL CHANGE, 2011, 78 (04) : 547 - 558