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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Springer Science and Business Media Deutschland GmbH
2021
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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/ |
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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. |
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Abbasi, A.Z. Hassan, M. Rehman, U. Hlavacs, H. Ting, D.H. Shah, M.U. |
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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 |
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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 |
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Springer Science and Business Media Deutschland GmbH |
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2021 |
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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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