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Mobile Healthcare Applications and Gamification for Sustained Health Maintenance

机译:移动医疗应用程序和游戏化,以实现持续的健康维护

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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.
机译:本文研究游戏化如何影响用户使用移动医疗应用程序(mHealth)的意图,以及游戏化的效果如何根据健康状况,年龄和性别而有所不同。我们使用由韩国代表调查机构进行的移动调查中的数据。我们根据结构方程模型估计游戏化对用户使用移动医疗保健应用程序的意图的影响,并检查自我报告的健康状况,年龄和性别的调节作用。我们发现,游戏化可以有效提高用户使用mHealth的意愿,尤其是在健康和年轻人群中。这些发现表明,具有游戏化因素的mHealth会鼓励健康(但缺乏运动)的人以及不健康的人保持健康状况,因此,mHealth开发人员在为健康人开发mHealth服务时需要考虑游戏化因素。 。

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