Comparing the effects of gamification to user engagement in stress management application.

The increasing accessibility of mobile technology makes it easier for users to use health related applications to combat health issues. In addition to this, gamification has been widely used to increase the engagement between user and application. This study provides an insight into how gamification...

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Main Authors: Haris Fadzillah, Nurhafiyah Hazwani, Othman, Nur Zuraifah Syazrah, Ghazali, Masitah, Ismail, Nor Azman
Format: Article
Language:English
Published: Penerbit Akademia Baru 2023
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Online Access:http://eprints.utm.my/106073/1/NurhafiyahHazwaniHarisFadzillah2023_ComparingtheEffectsofGamificationtoUserEngagement.pdf
http://eprints.utm.my/106073/
http://dx.doi.org/10.37934/araset.30.1.290302
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spelling my.utm.1060732024-05-31T03:09:58Z http://eprints.utm.my/106073/ Comparing the effects of gamification to user engagement in stress management application. Haris Fadzillah, Nurhafiyah Hazwani Othman, Nur Zuraifah Syazrah Ghazali, Masitah Ismail, Nor Azman T58.6-58.62 Management information systems The increasing accessibility of mobile technology makes it easier for users to use health related applications to combat health issues. In addition to this, gamification has been widely used to increase the engagement between user and application. This study provides an insight into how gamification affects user engagement when using stress management application. Two versions of stress management application were developed, one with gamification element, and the other one without. These two applications were then evaluated by 20 participants using the UES-SF questionnaire, where data on the engagement level of the participants were collected and analysed. The results showed that all participants (100%) prefer the application with gamification to help them manage their stress level better. Statistical tests done revealed that the stress management application with gamification was also found to be significantly more engaging compared to stress management application without gamification (given p ≤ .05). A Wilcoxon Signed-Ranks test indicated that gamified stress management application was rated more favourably than the non-gamified stress management application, with Z score =-3.92, and p = 0.00. The results demonstrated the significance of gamification in increasing user engagement among users when using stress management application. Penerbit Akademia Baru 2023-03 Article PeerReviewed application/pdf en http://eprints.utm.my/106073/1/NurhafiyahHazwaniHarisFadzillah2023_ComparingtheEffectsofGamificationtoUserEngagement.pdf Haris Fadzillah, Nurhafiyah Hazwani and Othman, Nur Zuraifah Syazrah and Ghazali, Masitah and Ismail, Nor Azman (2023) Comparing the effects of gamification to user engagement in stress management application. Journal of Advanced Research in Applied Sciences and Engineering Technology, 30 (1). pp. 290-302. ISSN 2462-1943 http://dx.doi.org/10.37934/araset.30.1.290302 DOI: 10.37934/araset.30.1.290302
institution Universiti Teknologi Malaysia
building UTM Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Malaysia
content_source UTM Institutional Repository
url_provider http://eprints.utm.my/
language English
topic T58.6-58.62 Management information systems
spellingShingle T58.6-58.62 Management information systems
Haris Fadzillah, Nurhafiyah Hazwani
Othman, Nur Zuraifah Syazrah
Ghazali, Masitah
Ismail, Nor Azman
Comparing the effects of gamification to user engagement in stress management application.
description The increasing accessibility of mobile technology makes it easier for users to use health related applications to combat health issues. In addition to this, gamification has been widely used to increase the engagement between user and application. This study provides an insight into how gamification affects user engagement when using stress management application. Two versions of stress management application were developed, one with gamification element, and the other one without. These two applications were then evaluated by 20 participants using the UES-SF questionnaire, where data on the engagement level of the participants were collected and analysed. The results showed that all participants (100%) prefer the application with gamification to help them manage their stress level better. Statistical tests done revealed that the stress management application with gamification was also found to be significantly more engaging compared to stress management application without gamification (given p ≤ .05). A Wilcoxon Signed-Ranks test indicated that gamified stress management application was rated more favourably than the non-gamified stress management application, with Z score =-3.92, and p = 0.00. The results demonstrated the significance of gamification in increasing user engagement among users when using stress management application.
format Article
author Haris Fadzillah, Nurhafiyah Hazwani
Othman, Nur Zuraifah Syazrah
Ghazali, Masitah
Ismail, Nor Azman
author_facet Haris Fadzillah, Nurhafiyah Hazwani
Othman, Nur Zuraifah Syazrah
Ghazali, Masitah
Ismail, Nor Azman
author_sort Haris Fadzillah, Nurhafiyah Hazwani
title Comparing the effects of gamification to user engagement in stress management application.
title_short Comparing the effects of gamification to user engagement in stress management application.
title_full Comparing the effects of gamification to user engagement in stress management application.
title_fullStr Comparing the effects of gamification to user engagement in stress management application.
title_full_unstemmed Comparing the effects of gamification to user engagement in stress management application.
title_sort comparing the effects of gamification to user engagement in stress management application.
publisher Penerbit Akademia Baru
publishDate 2023
url http://eprints.utm.my/106073/1/NurhafiyahHazwaniHarisFadzillah2023_ComparingtheEffectsofGamificationtoUserEngagement.pdf
http://eprints.utm.my/106073/
http://dx.doi.org/10.37934/araset.30.1.290302
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score 13.211869