TY - GEN
T1 - The Implementation and Impact of Gamification on User Engagement and Acceptance of Mobile Personal Health Record Application
AU - Pamungkas, Winayaka Ruhur
AU - Handayani, Putu Wuri
AU - Pinem, Ave Adriana
N1 - Funding Information:
ACKNOWLEDGEMENT This work was supported in part by the Kementerian Riset Dan Teknologi/Badan Riset dan Inovasi Nasional for the Grant Hibah Penelitian Dasar Unggulan Perguruan Tinggi under contract NKB-075/UN2.RST/HKP05.00/2021
Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - Health issues is still a serious problem in the world, including in Indonesia. One of the leading causes of death in Indonesia are related to health problems. To reduce the risk of health issue is to adopt a healthy lifestyle; however, the currently Indonesian people have a low health awareness. This study aims to develop a mobile personal health record (mPHR) application by applying gamification concept. The requirements for mPHR are taken from the Ministry of Health's Healthy Community Movement program. The application was tested on 64 respondents over three days: 32 of the respondents used gamification applications and 32 used non-gamification applications. After three days, the user was given a questionnaire regarding user engagement and acceptance. The mPHR application implements 10 use cases that can monitor users' healthy lifestyles and implement gamification elements, such as points, progress bars, feedback, leader boards, and badges. The analysis of the questionnaire showed that respondents who participated in this study had engaged with and accepted the mPHR application. This study can be used as a guide for governments and mobile health application developers in developing adequate mPHR to promote healthy living.
AB - Health issues is still a serious problem in the world, including in Indonesia. One of the leading causes of death in Indonesia are related to health problems. To reduce the risk of health issue is to adopt a healthy lifestyle; however, the currently Indonesian people have a low health awareness. This study aims to develop a mobile personal health record (mPHR) application by applying gamification concept. The requirements for mPHR are taken from the Ministry of Health's Healthy Community Movement program. The application was tested on 64 respondents over three days: 32 of the respondents used gamification applications and 32 used non-gamification applications. After three days, the user was given a questionnaire regarding user engagement and acceptance. The mPHR application implements 10 use cases that can monitor users' healthy lifestyles and implement gamification elements, such as points, progress bars, feedback, leader boards, and badges. The analysis of the questionnaire showed that respondents who participated in this study had engaged with and accepted the mPHR application. This study can be used as a guide for governments and mobile health application developers in developing adequate mPHR to promote healthy living.
KW - gamification
KW - healthy life
KW - Indonesia
KW - mobile health
KW - personal health record
UR - http://www.scopus.com/inward/record.url?scp=85141558771&partnerID=8YFLogxK
U2 - 10.1109/ICoICT55009.2022.9914893
DO - 10.1109/ICoICT55009.2022.9914893
M3 - Conference contribution
AN - SCOPUS:85141558771
T3 - 2022 10th International Conference on Information and Communication Technology, ICoICT 2022
SP - 64
EP - 69
BT - 2022 10th International Conference on Information and Communication Technology, ICoICT 2022
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 10th International Conference on Information and Communication Technology, ICoICT 2022
Y2 - 2 August 2022 through 3 August 2022
ER -