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Mobile Healthcare Applications and Gamification for Sustained Health Maintenance

Author

Listed:
  • Changjun Lee

    (Lee Kuan Yew School of Public Policy, National University of Singapore, 469C Bukit Timah Road, Singapore 259772, Singapore)

  • Kyoungsun Lee

    (Department of ICT Strategy Research, Korea Information Society Development Institute, 18 Jeongtong-ro, Deoksan-myeon, Jincheon-gun, Chungchengbuk-do 27872, Korea)

  • Daeho Lee

    (Department of Interaction Science, Sungkyunkwan University, 25-2 Sungkyunkwan-ro, Jongno-gu, Seoul 03063, Korea)

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.

Suggested Citation

  • Changjun Lee & Kyoungsun Lee & Daeho Lee, 2017. "Mobile Healthcare Applications and Gamification for Sustained Health Maintenance," Sustainability, MDPI, vol. 9(5), pages 1-12, May.
  • Handle: RePEc:gam:jsusta:v:9:y:2017:i:5:p:772-:d:97909
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    References listed on IDEAS

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    Cited by:

    1. Yadav, Rambalak & Giri, Arunangshu & Chatterjee, Satakshi, 2022. "Understanding the users' motivation and barriers in adopting healthcare apps: A mixed-method approach using behavioral reasoning theory," Technological Forecasting and Social Change, Elsevier, vol. 183(C).
    2. Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.
    3. Yu Fu & Yuanyuan Wang & Xinhui Ye & Weifang Wu & Jianfeng Wu, 2023. "Satisfaction with and Continuous Usage Intention towards Mobile Health Services: Translating Users’ Feedback into Measurement," Sustainability, MDPI, vol. 15(2), pages 1, January.
    4. Yen, Barbara T.H. & Mulley, Corinne & Meza, Gerardo, 2023. "Exploring the attitudes and perceptions influencing user participation in gamification schemes for TDM," Research in Transportation Economics, Elsevier, vol. 99(C).
    5. Meng Yin & Syed Muhammad Usman Tayyab & Xiao-Yu Xu & Shuo-Wei Jia & Chih-Lun Wu, 2021. "The Investigation of Mobile Health Stickiness: The Role of Social Support in a Sustainable Health Approach," Sustainability, MDPI, vol. 13(4), pages 1-25, February.
    6. Nila Armelia Windasari & Fu-ren Lin, 2021. "Why Do People Continue Using Fitness Wearables? The Effect of Interactivity and Gamification," SAGE Open, , vol. 11(4), pages 21582440211, November.
    7. Kim, Nooree & Park, Yuri & Lee, Daeho, 2019. "Differences in consumer intention to use on-demand automobile-related services in accordance with the degree of face-to-face interactions," Technological Forecasting and Social Change, Elsevier, vol. 139(C), pages 277-286.
    8. Aguiar-Castillo Lidia & Rufo-Torres Julio & De Saa-Pérez Petra & Perez-Jimenez Rafael, 2018. "How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application," Sustainability, MDPI, vol. 10(5), pages 1-20, May.
    9. Hyunsuk Liu & Changjun Lee & Keungoui Kim & Junmin Lee & Ahram Moon & Daeho Lee & Myeongjun Park, 2023. "An Analysis of Factors Influencing the Intention to Use “Untact” Services by Service Type," Sustainability, MDPI, vol. 15(4), pages 1-18, February.
    10. Yeon, Jewoo & Park, Inyoung & Lee, Daeho, 2019. "What creates trust and who gets loyalty in social commerce?," Journal of Retailing and Consumer Services, Elsevier, vol. 50(C), pages 138-144.

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