Please use this identifier to cite or link to this item: https://doi.org/10.3390/su9050772
Title: Mobile healthcare applications and gamification for sustained health maintenance
Authors: Lee, C 
Lee, K
Lee, D
Keywords: age
data acquisition
gender
health care
health status
maintenance
mobile communication
numerical model
sustainability
Korea
Issue Date: 2017
Citation: Lee, C, Lee, K, Lee, D (2017). Mobile healthcare applications and gamification for sustained health maintenance. Sustainability (Switzerland) 9 (5) : 772. ScholarBank@NUS Repository. https://doi.org/10.3390/su9050772
Rights: Attribution 4.0 International
Abstract: 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. © 2017 by the authors.
Source Title: Sustainability (Switzerland)
URI: https://scholarbank.nus.edu.sg/handle/10635/178726
ISSN: 20711050
DOI: 10.3390/su9050772
Rights: Attribution 4.0 International
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