{"title":"设计游戏化间歇性禁食移动应用的概念模型","authors":"S. Ansong, N. A. Iahad","doi":"10.1109/ICRIIS48246.2019.9073629","DOIUrl":null,"url":null,"abstract":"Mobile health (m-health) applications, are widely used across various platforms for different purposes. One application is for self-monitoring to ensure achievement of goals. Specifically, in the area of wellness, there has been a rise in the use of mobile apps for intermittent fasting (IF). Previous researchers have identified the determinants that leverage the intention to continue to use mobile phone wellness apps. Studies on the use of IF mobile apps for self-monitoring weight loss still indicate the lack of a catalyst (gamification) to persuade users to prolong use. With the growing interest in the area of gamification in healthcare and behaviour change support systems, this study proposes a model for designing IF mobile apps that embed gamification","PeriodicalId":294556,"journal":{"name":"2019 6th International Conference on Research and Innovation in Information Systems (ICRIIS)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2019-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"A Conceptual Model for Designing a Gamified Intermittent Fasting Mobile App\",\"authors\":\"S. Ansong, N. A. Iahad\",\"doi\":\"10.1109/ICRIIS48246.2019.9073629\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Mobile health (m-health) applications, are widely used across various platforms for different purposes. One application is for self-monitoring to ensure achievement of goals. Specifically, in the area of wellness, there has been a rise in the use of mobile apps for intermittent fasting (IF). Previous researchers have identified the determinants that leverage the intention to continue to use mobile phone wellness apps. Studies on the use of IF mobile apps for self-monitoring weight loss still indicate the lack of a catalyst (gamification) to persuade users to prolong use. With the growing interest in the area of gamification in healthcare and behaviour change support systems, this study proposes a model for designing IF mobile apps that embed gamification\",\"PeriodicalId\":294556,\"journal\":{\"name\":\"2019 6th International Conference on Research and Innovation in Information Systems (ICRIIS)\",\"volume\":\"2 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2019-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2019 6th International Conference on Research and Innovation in Information Systems (ICRIIS)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICRIIS48246.2019.9073629\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2019 6th International Conference on Research and Innovation in Information Systems (ICRIIS)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICRIIS48246.2019.9073629","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
A Conceptual Model for Designing a Gamified Intermittent Fasting Mobile App
Mobile health (m-health) applications, are widely used across various platforms for different purposes. One application is for self-monitoring to ensure achievement of goals. Specifically, in the area of wellness, there has been a rise in the use of mobile apps for intermittent fasting (IF). Previous researchers have identified the determinants that leverage the intention to continue to use mobile phone wellness apps. Studies on the use of IF mobile apps for self-monitoring weight loss still indicate the lack of a catalyst (gamification) to persuade users to prolong use. With the growing interest in the area of gamification in healthcare and behaviour change support systems, this study proposes a model for designing IF mobile apps that embed gamification