Next Article in Journal
The Spatial Differentiation of the Suitability of Ice-Snow Tourist Destinations Based on a Comprehensive Evaluation Model in China
Next Article in Special Issue
Sustopia or Cosmopolis? A Critical Reflection on the Sustainable City
Previous Article in Journal
Urban Plan and Water Infrastructures Planning: A Methodology Based on Spatial ANP
Previous Article in Special Issue
Towards Sustainable Public Health Surveillance in India: Using Routinely Collected Electronic Emergency Medical Service Data for Early Warning of Infectious Diseases
Article Menu
Issue 5 (May) cover image

Export Article

Open AccessArticle
Sustainability 2017, 9(5), 772; doi:10.3390/su9050772

Mobile Healthcare Applications and Gamification for Sustained Health Maintenance

1
Lee Kuan Yew School of Public Policy, National University of Singapore, 469C Bukit Timah Road, Singapore 259772, Singapore
2
Department of ICT Strategy Research, Korea Information Society Development Institute, 18 Jeongtong-ro, Deoksan-myeon, Jincheon-gun, Chungchengbuk-do 27872, Korea
3
Department of Interaction Science, Sungkyunkwan University, 25-2 Sungkyunkwan-ro, Jongno-gu, Seoul 03063, Korea
*
Author to whom correspondence should be addressed.
Academic Editor: Marc A. Rosen
Received: 22 February 2017 / Revised: 17 April 2017 / Accepted: 3 May 2017 / Published: 8 May 2017
View Full-Text   |   Download PDF [252 KB, uploaded 12 May 2017]

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. View Full-Text
Keywords: mobile App healthcare; gamification; sustained health maintenance; structural equation model mobile App healthcare; gamification; sustained health maintenance; structural equation model
This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).

Scifeed alert for new publications

Never miss any articles matching your research from any publisher
  • Get alerts for new papers matching your research
  • Find out the new papers from selected authors
  • Updated daily for 49'000+ journals and 6000+ publishers
  • Define your Scifeed now

SciFeed Share & Cite This Article

MDPI and ACS Style

Lee, C.; Lee, K.; Lee, D. Mobile Healthcare Applications and Gamification for Sustained Health Maintenance. Sustainability 2017, 9, 772.

Show more citation formats Show less citations formats

Note that from the first issue of 2016, MDPI journals use article numbers instead of page numbers. See further details here.

Related Articles

Article Metrics

Article Access Statistics

1

Comments

[Return to top]
Sustainability EISSN 2071-1050 Published by MDPI AG, Basel, Switzerland RSS E-Mail Table of Contents Alert
Back to Top