Winning the Needs of the Gen Z: Gamified Health Awareness Campaign in Defeating COVID-19 Pandemic
Winning the Needs of the Gen Z: Gamified Health Awareness Campaign in Defeating COVID-19 Pandemic
Nurul Hidayah, Mat Zaina, Siti Nuramalina Joharia, Siti Rahayu Abdul Aziza, Noor Hasimah Ibrahim Teoa, Norshahidatul Hasana Ishaka, Zainab Othmana
Abstract
“Gamification is progressively used as an essential part of today’s campaigns to engage users and drive behaviour change. The gamified campaign would motivate people to be aware of health issues. However, there is a lack of empirical evidence on the needs of Gen Z on a gamified health awareness campaign, such as in defeating the COVID-19 pandemic. Hence, this study intends to explore the Gen Z perception of gamified health awareness campaigns. In total, 170 Gen Z was involved in this study. The present study applied standard descriptive statistical methods for analyzing the data. The findings showed the need for a gamification approach for a health awareness campaign to defeat the COVID-19 pandemic among Gen Z. The study results will highlight the need for emerging a demanding gamified health awareness guideline as a parameter to develop an application that drives to change behaviours.”
Reference
Zain, N. H. M., Johari, S. N., Aziz, S. R. A., Teo, N. H. I., Ishak, N. H., & Othman, Z. (2021). Winning the Needs of the Gen Z: Gamified Health Awareness Campaign in Defeating COVID-19 Pandemic. Procedia Computer Science, 179, 974-981. https://www.sciencedirect.com/science/article/pii/S1877050921001198
Keywords
COVID, Gen Z, Study