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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Main Authors: Mohd Kamal, Othman, Nicklos, Ugap, Nur Diyana, Rahman
Format: Article
Language:English
Published: International Journal of Scientific & Technology Research 2019
Subjects:
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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spelling 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
institution Universiti Malaysia Sarawak
building Centre for Academic Information Services (CAIS)
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Malaysia Sarawak
content_source UNIMAS Institutional Repository
url_provider http://ir.unimas.my/
language English
topic H Social Sciences (General)
T Technology (General)
spellingShingle 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.
description 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.
format Article
author Mohd Kamal, Othman
Nicklos, Ugap
Nur Diyana, Rahman
author_facet Mohd Kamal, Othman
Nicklos, Ugap
Nur Diyana, Rahman
author_sort 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.
title_full_unstemmed Play4fit: Enhancing users’ engagement with smartphone health and fitness application using gamification concept.
title_sort 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
_version_ 1792160654374731776
score 13.160551