Understanding the Effects of Gamification on Usage Continuance of Health Monitoring Applications among Higher Education Students

This study investigates the impact of gamification on the continuous use of health monitoring applications among higher education students. Despite these applications’ numerous benefits, user retention remains a significant challenge. Gamification, which integrates game-like elements into non-game contexts, is proposed as a strategy to enhance user engagement and motivation. By leveraging the Technology Acceptance Model (TAM), this research examines how perceived ease of use and perceived usefulness influence users’ behavioral intentions and continued usage of health monitoring apps. An online survey was conducted among 147 higher education students, and the data was analyzed using Partial Least Squares Structural Equation Modeling (PLSSEM). The findings reveal that gamification significantly enhances user engagement, perceived ease of use, and perceived usefulness, leading to increased behavioral intention and continuous use of health monitoring applications. This study contributes to understanding how gamification can be effectively applied to promote long-term engagement with health monitoring technologies.

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Published
2025-08-09
DOI
https://doi.org/10.1109/isci65687.2025.11167236
Primary Topic
Education and Learning Interventions
Type
article
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article

Understanding the Effects of Gamification on Usage Continuance of Health Monitoring Applications among Higher Education Students

John Byron Tuazon, Ryan Ebardo, Aris Pulumbarit
Education and Learning Interventions
article

Understanding the Effects of Gamification on Usage Continuance of Health Monitoring Applications among Higher Education Students

John Byron Tuazon, Ryan Ebardo, Aris Pulumbarit
article en

Abstract

This study investigates the impact of gamification on the continuous use of health monitoring applications among higher education students. Despite these applications’ numerous benefits, user retention remains a significant challenge. Gamification, which integrates game-like elements into non-game contexts, is proposed as a strategy to enhance user engagement and motivation. By leveraging the Technology Acceptance Model (TAM), this research examines how perceived ease of use and perceived usefulness influence users’ behavioral intentions and continued usage of health monitoring apps. An online survey was conducted among 147 higher education students, and the data was analyzed using Partial Least Squares Structural Equation Modeling (PLSSEM). The findings reveal that gamification significantly enhances user engagement, perceived ease of use, and perceived usefulness, leading to increased behavioral intention and continuous use of health monitoring applications. This study contributes to understanding how gamification can be effectively applied to promote long-term engagement with health monitoring technologies.

De La Salle University (PH)
Openalex Percentile: Top 62%
Education and Learning Interventions
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Understanding the Effects of Gamification on Usage Continuance of Health Monitoring Applications among Higher Education Students — John Byron Tuazon, Ryan Ebardo, et al. · (2025) | TGRS Research Map | TGRS