How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model

This study proposes a conceptual model that establishes a relationship between engagement with gamified applications, and its impact on a user�s quality of life (QoL). Since gamification is rapidly gaining popularity therefore the use of such applications has become a norm. Subjective quality of l...

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Main Authors: Abbasi, A.Z., Hassan, M., Rehman, U., Hlavacs, H., Ting, D.H., Shah, M.U.
Format: Article
Published: Springer Science and Business Media Deutschland GmbH 2021
Online Access:https://www.scopus.com/inward/record.uri?eid=2-s2.0-85120607720&doi=10.1007%2f978-3-030-90966-6_1&partnerID=40&md5=f2f3267de93dd55b7aee46c1480dd0fe
http://eprints.utp.edu.my/29358/
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spelling my.utp.eprints.293582022-03-25T01:34:30Z How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model Abbasi, A.Z. Hassan, M. Rehman, U. Hlavacs, H. Ting, D.H. Shah, M.U. This study proposes a conceptual model that establishes a relationship between engagement with gamified applications, and its impact on a user�s quality of life (QoL). Since gamification is rapidly gaining popularity therefore the use of such applications has become a norm. Subjective quality of life is a mental state or an individual�s awareness of factors that impact major aspects of life, such as health, learning, creativity, socialization etc. Literature is sparse when it comes to investigating the impact of engagement with gamified applications, and its effect on quality of life. To address this research gap, we explore how consumer engagement with gamification cultivates an individual�s perception with regards to their quality of life. We posit that consumer engagement is a higher-order formative construct, comprising cognitive, affective and behavioural dimensions, is influenced by gamified applications, leading towards an increase in subjective QoL. QoL is also a higher-order formative construct involving first-order reflective constructs such as leisure time, view of life, creativity, learning, friendship and individualistic perspective of satisfaction. This study provides an important insight to avenues of academia and practitioners by developing a conceptual model where consumer engagement in serious games acts as a predictor of users� QoL. We conclude by discussing important implications that arise from this exploration, along with its limitations and avenues for further research. © 2021, Springer Nature Switzerland AG. Springer Science and Business Media Deutschland GmbH 2021 Article NonPeerReviewed https://www.scopus.com/inward/record.uri?eid=2-s2.0-85120607720&doi=10.1007%2f978-3-030-90966-6_1&partnerID=40&md5=f2f3267de93dd55b7aee46c1480dd0fe Abbasi, A.Z. and Hassan, M. and Rehman, U. and Hlavacs, H. and Ting, D.H. and Shah, M.U. (2021) How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model. Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 13097 . pp. 3-10. http://eprints.utp.edu.my/29358/
institution Universiti Teknologi Petronas
building UTP Resource Centre
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Teknologi Petronas
content_source UTP Institutional Repository
url_provider http://eprints.utp.edu.my/
description This study proposes a conceptual model that establishes a relationship between engagement with gamified applications, and its impact on a user�s quality of life (QoL). Since gamification is rapidly gaining popularity therefore the use of such applications has become a norm. Subjective quality of life is a mental state or an individual�s awareness of factors that impact major aspects of life, such as health, learning, creativity, socialization etc. Literature is sparse when it comes to investigating the impact of engagement with gamified applications, and its effect on quality of life. To address this research gap, we explore how consumer engagement with gamification cultivates an individual�s perception with regards to their quality of life. We posit that consumer engagement is a higher-order formative construct, comprising cognitive, affective and behavioural dimensions, is influenced by gamified applications, leading towards an increase in subjective QoL. QoL is also a higher-order formative construct involving first-order reflective constructs such as leisure time, view of life, creativity, learning, friendship and individualistic perspective of satisfaction. This study provides an important insight to avenues of academia and practitioners by developing a conceptual model where consumer engagement in serious games acts as a predictor of users� QoL. We conclude by discussing important implications that arise from this exploration, along with its limitations and avenues for further research. © 2021, Springer Nature Switzerland AG.
format Article
author Abbasi, A.Z.
Hassan, M.
Rehman, U.
Hlavacs, H.
Ting, D.H.
Shah, M.U.
spellingShingle Abbasi, A.Z.
Hassan, M.
Rehman, U.
Hlavacs, H.
Ting, D.H.
Shah, M.U.
How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model
author_facet Abbasi, A.Z.
Hassan, M.
Rehman, U.
Hlavacs, H.
Ting, D.H.
Shah, M.U.
author_sort Abbasi, A.Z.
title How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model
title_short How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model
title_full How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model
title_fullStr How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model
title_full_unstemmed How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model
title_sort how engagement with gamified applications impacts quality of life: a conceptual model
publisher Springer Science and Business Media Deutschland GmbH
publishDate 2021
url https://www.scopus.com/inward/record.uri?eid=2-s2.0-85120607720&doi=10.1007%2f978-3-030-90966-6_1&partnerID=40&md5=f2f3267de93dd55b7aee46c1480dd0fe
http://eprints.utp.edu.my/29358/
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score 13.19449