Abstract

This research examines Gamification in m-Health Applications and its Effects on Health Behavioural Changes in Students. The four central themes highlighted in this research are Gamification, m-Health Applications, Persuasive Computing, and the Net Generation. Gamification is a relatively new topic that is beginning to be looked seriously as a way to overcome problems and improve processes due to its characteristics. One of these characteristics is its ability to persuade and motivate its users, which can have positive effects on their behaviours and attitudes. The Net Generation has been shown to be particularly susceptible to Gamification. Therefore, it is hoped that Gamification, when combined with the ever-increasing access to and improvement of mobile technology, could provide a serious solution to some of the health problems and behaviours common to the Net Generation. This research surveyed members of the Net Generation from the University of Cape Town in order to determine how their use of Gamification within m-health applications had affected their health behaviours. The findings, while not statistically representative of the entire Net Generation, show that there is evidence that the inclusion of Gamification in m-health applications has a positive effect on the health behaviours of members of the Net Generation. Although more research needs to be conducted to confirm this, the findings of this research imply that Gamification, when combined with m-health application, could indeed provide a solution to some of the health problems and behaviours common to the Net Generation.

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