Evaluation of the Use of Structural Gamification-Based Applications by Users in Makassar City, Indonesia
Dublin Core
Title
Evaluation of the Use of Structural Gamification-Based Applications by Users in Makassar City, Indonesia
Subject
gamification, goal-oriented, self-regulation
Description
Structural gamification is a trending concept in today’s application landscape that leverages various elements and features
from game design for nongame contexts. This concept has become increasingly common in various health applications
today, such as Lose It!, Fat Secret, and Google Fit. This study aims to evaluate respondents’ use of structural gamificationbased health applications. The research method employed in this study is quantitative and descriptive, involving data
collection through questionnaires administered from July 2023 to September 2023 in Makassar City, Indonesia. The
research results indicate that 90% of the respondents appreciated the ease of access and attractive interface of structural
gamification-based health applications, while 35% disliked these apps’ high battery consumption. The majority rated
them as 8 and as 8 or 9 on a scale of 1 to 10 in terms of usefulness and effectiveness, respectively. The findings of this
study are expected to provide recommendations for nursing interventions that use technology to promote healthy lifestyle
modifications in public health management.
from game design for nongame contexts. This concept has become increasingly common in various health applications
today, such as Lose It!, Fat Secret, and Google Fit. This study aims to evaluate respondents’ use of structural gamificationbased health applications. The research method employed in this study is quantitative and descriptive, involving data
collection through questionnaires administered from July 2023 to September 2023 in Makassar City, Indonesia. The
research results indicate that 90% of the respondents appreciated the ease of access and attractive interface of structural
gamification-based health applications, while 35% disliked these apps’ high battery consumption. The majority rated
them as 8 and as 8 or 9 on a scale of 1 to 10 in terms of usefulness and effectiveness, respectively. The findings of this
study are expected to provide recommendations for nursing interventions that use technology to promote healthy lifestyle
modifications in public health management.
Creator
Andi Fitria Idham, Ade Putrawan, Firdi Athaya, Fitrah Ramadhan, Arnis Puspitha Rasyid
Source
DOI: 10.7454/jki.v28i1.1266
Publisher
Universitas Indonesia
Date
2025
Contributor
Sri Wahyuni
Rights
pISSN 1410-4490; eISSN 2354-9203
Format
PDF
Language
English
Type
Text
Files
Collection
Citation
Andi Fitria Idham, Ade Putrawan, Firdi Athaya, Fitrah Ramadhan, Arnis Puspitha Rasyid, “Evaluation of the Use of Structural Gamification-Based Applications by Users in Makassar City, Indonesia,” Repository Horizon University Indonesia, accessed February 21, 2026, https://repository.horizon.ac.id/items/show/10967.