Fitrust: Promoting Healthy Lifestyle Through Gamified Mobile Health Application

Setiawan, Samuel Sandro and Suryadibrata, Alethea (2019) Fitrust: Promoting Healthy Lifestyle Through Gamified Mobile Health Application. In: 2019 5th International Conference on New Media Studies (CONMEDIA), 9-11 Oct. 2019, Bali.

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Abstract

Proliferation of mobile apps drives more people to use their smartphones in a longer time than before. People's lifestyle is affected to be more and more sedentary as our smartphones become more useful. On the other hand, a smartphone can also be a solution to promote a healthy lifestyle through the use of mobile health application since almost everyone uses it daily. However, a lot of people stopped using mobile health application caused by loss of interest. To induce and maintain users' motivation, gamification can be a solution by implementing it into a mobile health application. This develops a mobile health application by implementing Octalysis as the gamification framework and aims to measure the effects of gamification towards users' acceptance using a questionnaire that follows HMSAM model. Based on the evaluation carried out, users agree that they feel immersed in the app with the value percentage of 74.59%, and users strongly agree that they expecting to use the app in the future with the value percentage of 81.43%.

Item Type: Conference or Workshop Item (Paper)
Subjects: 000 Computer Science, Information and General Works > 000 Computer Science, Knowledge and Systems
Divisions: Faculty of Engineering & Informatics > Informatics
Depositing User: Administrator UMN Library
Date Deposited: 12 Oct 2021 02:57
Last Modified: 12 Oct 2021 02:57
URI: https://kc.umn.ac.id/id/eprint/18673

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