Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept.
This paper elaborates the design, development and evaluation of health and fitness smartphone app, Play4fit. The Play4fit app was developed using systematic approach called Mobile application Development lifecycle (MADLC). This study explores the use of gamification concept in engaging the users whi...
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International Journal of Scientific & Technology Research
2019
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Online Access: | http://ir.unimas.my/id/eprint/28341/1/Mohd%20Kamal.pdf http://ir.unimas.my/id/eprint/28341/ http://www.ijstr.org/paper-references.php?ref=IJSTR-1219-26000 |
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my.unimas.ir.283412024-02-16T06:55:01Z http://ir.unimas.my/id/eprint/28341/ Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept. Mohd Kamal, Othman Nicklos, Ugap Nur Diyana, Rahman H Social Sciences (General) T Technology (General) This paper elaborates the design, development and evaluation of health and fitness smartphone app, Play4fit. The Play4fit app was developed using systematic approach called Mobile application Development lifecycle (MADLC). This study explores the use of gamification concept in engaging the users whilst using the smartphone app. Game experience questionnaire (GEQ) was used to measure participants’ engagement with the Play4Fit app. A study in the wild was conducted with a total of 30 participants and they were assessed using seven components of GEQ, competence, sensory and imaginative immersion, flow, tension, challenge, negative affect and positive effect. Mean scores obtained in this study shows that only two components, competence (M=2.60, SD=0.62), sensory and imaginative immersion (M=2.8, SD=0.71) have the higher mean, above the median value. Results of this study suggest that the gamification app for health ad fitness, Play4Fit have an impact on users’ engagement particularly sensory and imaginative immersion. International Journal of Scientific & Technology Research 2019 Article PeerReviewed text en http://ir.unimas.my/id/eprint/28341/1/Mohd%20Kamal.pdf Mohd Kamal, Othman and Nicklos, Ugap and Nur Diyana, Rahman (2019) Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept. International Journal of Scientific & Technology Research, 8 (12). pp. 676-681. ISSN 2277-8616 http://www.ijstr.org/paper-references.php?ref=IJSTR-1219-26000 |
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H Social Sciences (General) T Technology (General) Mohd Kamal, Othman Nicklos, Ugap Nur Diyana, Rahman Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept. |
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This paper elaborates the design, development and evaluation of health and fitness smartphone app, Play4fit. The Play4fit app was developed using systematic approach called Mobile application Development lifecycle (MADLC). This study explores the use of gamification concept in engaging the users whilst using the smartphone app. Game experience questionnaire (GEQ) was used to measure participants’ engagement with the Play4Fit app. A study in the wild was conducted with a total of 30 participants and they were assessed using seven components of GEQ, competence, sensory and imaginative immersion, flow, tension, challenge, negative affect and positive effect. Mean scores obtained in this study shows that only two components, competence (M=2.60, SD=0.62), sensory and imaginative immersion (M=2.8, SD=0.71) have the higher mean, above the median value. Results of this study suggest that the gamification app for health ad fitness, Play4Fit have an impact on users’ engagement particularly sensory and imaginative immersion. |
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Article |
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Mohd Kamal, Othman Nicklos, Ugap Nur Diyana, Rahman |
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Mohd Kamal, Othman Nicklos, Ugap Nur Diyana, Rahman |
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Mohd Kamal, Othman |
title |
Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept. |
title_short |
Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept. |
title_full |
Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept. |
title_fullStr |
Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept. |
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Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept. |
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play4fit: enhancing users’ engagement with smartphone health and fitness application using gamification concept. |
publisher |
International Journal of Scientific & Technology Research |
publishDate |
2019 |
url |
http://ir.unimas.my/id/eprint/28341/1/Mohd%20Kamal.pdf http://ir.unimas.my/id/eprint/28341/ http://www.ijstr.org/paper-references.php?ref=IJSTR-1219-26000 |
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