Abstract
Mobile health (mHealth) applications have surged in recent years, with over 100,000 apps now available globally for smartphones and more than 500 million users. mHealth apps have significantly transformed healthcare delivery by leveraging smartphone technology to engage users in managing their health, potentially improving quality of life and reducing healthcare costs. However, despite their widespread adoption, there is still a limited understanding of how gamification is implemented in real-world mHealth applications, and there is a lack of standardized guidelines to apply gamification effectively. This has led to poor user engagement, with many users abandoning the apps after short-term use. Therefore, this study aims to address these challenges by developing a conceptual framework, namely GMHealth, for gamifying mHealth applications to promote sustained user engagement. The methodology of this study involves four phases. Phase 1: Problem Investigation, which explores, defines, and understands the research problem through literature review and preliminary study. Next, Phase 2: Framework Development involves content analysis to identify and analyze the proposed themes and elements of the GMHealth framework. The initial draft of the GMHealth framework was validated by expert review through face validation and content validation. The finalized and validated GMHealth framework has eight themes: Guidance, Self-Representation, Improvement, Socializing, Self-Management, Continuous, Enjoyment and Esteem, with 25 elements. Based on these insights, Phase 3: Framework Evaluation involves an evaluation of a prototype demonstration, namely, LetsGoFit: A Stretching Fitness App that implements a validated GMHealth framework. The evaluation of the prototype revealed a high level of user engagement, with 91.4% of participants interacting with the app and demonstrating a strong commitment to using it. Phase 4 focuses on the comprehensive documentation of the entire study. At this stage, all data collected throughout the research,from the initial investigation to the framework evaluation were compiled, organized, and presented systematically.The findings of this study suggest several potential directions for future research, including the exploration of additional gamification elements for wearable devices as well as the integration of multi-user or multiplayer functionality to further enhance user engagement and interaction within mHealth applications. This research contributes to developing a more effective, user-centred approach to gamification in mobile health applications, offering a valuable framework for developers seeking to create engaging, long-term solutions for health management.
Metadata
| Item Type: | Thesis (Masters) |
|---|---|
| Creators: | Creators Email / ID Num. Yahizan, Siti Nurkhairina 2020452626 |
| Contributors: | Contribution Name Email / ID Num. Advisor Mat Zain, Nurul Hidayah UNSPECIFIED |
| Subjects: | Q Science > QA Mathematics > Instruments and machines Q Science > QA Mathematics > Instruments and machines > Electronic Computers. Computer Science > Mobile computing |
| Divisions: | Universiti Teknologi MARA, Shah Alam > Faculty of Computer and Mathematical Sciences |
| Programme: | Master of Science (Computer Science) |
| Keywords: | Mobile health, Smartphones, Health management |
| Date: | April 2026 |
| URI: | https://ir.uitm.edu.my/id/eprint/135790 |
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