Please use this identifier to cite or link to this item: http://localhost:8080/xmlui/handle/123456789/11417
Title: Evaluation of the Use of Structural Gamification-Based Applications by Users in Makassar City, Indonesia
Authors: Fitria Idham, Andi
Putrawan, Ade
Athaya, Firdi
Ramadhan, Fitrah
Puspitha Rasyid, Arnis
Keywords: gamification, goal-oriented, self-regulation
Issue Date: 2025
Abstract: Structural gamification is a trending concept in today’s application landscape that leverages various elements and features from game design for nongame contexts. This concept has become increasingly common in various health applications today, such as Lose It!, Fat Secret, and Google Fit. This study aims to evaluate respondents’ use of structural gamification-based health applications. The research method employed in this study is quantitative and descriptive, involving data collection through questionnaires administered from July 2023 to September 2023 in Makassar City, Indonesia. The research results indicate that 90% of the respondents appreciated the ease of access and attractive interface of structural gamification-based health applications, while 35% disliked these apps’ high battery consumption. The majority rated them as 8 and as 8 or 9 on a scale of 1 to 10 in terms of usefulness and effectiveness, respectively. The findings of this study are expected to provide recommendations for nursing interventions that use technology to promote healthy lifestyle modifications in public health management
URI: http://localhost:8080/xmlui/handle/123456789/11417
Appears in Collections:VOL 28 NO 1 2025

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