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How Engagement with Gamified Applications Impacts Quality of Life: A Conceptual Model

  • Amir Zaib Abbasi*
  • , Maria Hassan
  • , Umair Rehman
  • , Helmut Hlavacs
  • , Ding Hooi Ting
  • , Muhammad Umair Shah
  • *Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

1 Scopus citations

Abstract

This study proposes a conceptual model that establishes a relationship between engagement with gamified applications, and its impact on a user’s quality of life (QoL). Since gamification is rapidly gaining popularity therefore the use of such applications has become a norm. Subjective quality of life is a mental state or an individual’s awareness of factors that impact major aspects of life, such as health, learning, creativity, socialization etc. Literature is sparse when it comes to investigating the impact of engagement with gamified applications, and its effect on quality of life. To address this research gap, we explore how consumer engagement with gamification cultivates an individual’s perception with regards to their quality of life. We posit that consumer engagement is a higher-order formative construct, comprising cognitive, affective and behavioural dimensions, is influenced by gamified applications, leading towards an increase in subjective QoL. QoL is also a higher-order formative construct involving first-order reflective constructs such as leisure time, view of life, creativity, learning, friendship and individualistic perspective of satisfaction. This study provides an important insight to avenues of academia and practitioners by developing a conceptual model where consumer engagement in serious games acts as a predictor of users’ QoL. We conclude by discussing important implications that arise from this exploration, along with its limitations and avenues for further research.

Original languageEnglish
Title of host publicationHCI International 2021 - Late Breaking Papers
Subtitle of host publicationHCI Applications in Health, Transport, and Industry - 23rd HCI International Conference, HCII 2021, Proceedings
EditorsConstantine Stephanidis, Vincent G. Duffy, Heidi Krömker, Fiona Fui-Hoon Nah, Keng Siau, Gavriel Salvendy, June Wei
PublisherSpringer Science and Business Media Deutschland GmbH
Pages3-10
Number of pages8
ISBN (Print)9783030909659
DOIs
StatePublished - 2021

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume13097 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Bibliographical note

Publisher Copyright:
© 2021, Springer Nature Switzerland AG.

Keywords

  • Conceptual study
  • Consumer engagement
  • Gamification
  • Quality of life
  • Serious games

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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