The role of informational feedback as a game mechanic on user perceptions, attitudes and the intention to continue using a gamified Health Behaviour Change Support System.

Q3 Health Professions Health Marketing Quarterly Pub Date : 2022-01-01 Epub Date: 2021-11-26 DOI:10.1080/07359683.2021.1995639
Sebastian Joy Panattil, Anoop George, Manu Melwin Joy
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引用次数: 3

Abstract

Gamification's widespread application across industries has demonstrated its usefulness as a user engagement strategy. In the healthcare sector, the impact of lifestyle diseases has seen the need for modifying health-related behaviours. Health Behaviour Change Support Systems (HBCSS) enhanced with gamification features seek to help users achieve their health related goals. Adapting the Technology Acceptance Model, the role of informational feedback as a game mechanic in influencing perceptions, attitudes and continued usage intentions towards the gamified HBCSS is assessed. The results show a strong influence of attitude towards informational feedback afforded on the continued use intentions of the user.

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信息反馈作为游戏机制对用户感知、态度和继续使用游戏化健康行为改变支持系统的意图的作用。
游戏化在各行各业的广泛应用已经证明了它作为用户粘性策略的有效性。在保健部门,生活方式疾病的影响表明有必要改变与健康有关的行为。健康行为改变支持系统(HBCSS)增强了游戏化功能,旨在帮助用户实现与健康相关的目标。采用技术接受模型,评估了信息反馈作为一种游戏机制在影响对游戏化HBCSS的感知、态度和持续使用意图方面的作用。结果表明,对信息反馈的态度对用户的持续使用意图有很大的影响。
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来源期刊
Health Marketing Quarterly
Health Marketing Quarterly Health Professions-Health Professions (all)
CiteScore
2.10
自引率
0.00%
发文量
17
期刊介绍: Health Marketing Quarterly is directed at academicians and practitioners who are concerned with the concepts, practice, and research of health care marketing in today"s complex environment. The journal addresses important contemporary issues in the use of marketing by health care organizations like hospitals, individual practitioners, and public health care organizations. This includes the use of marketing to promote, position, deter, enhance health care organizations/issues, and the development of the marketing literature on both a conceptual and empirical basis.
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