X-TAM: A Technology Acceptance Model Framework to Engage Users with Gamified COVID-19 Preventive Measures

During the COVID-19 pandemic, various pandemic applications have emerged, including contact tracing, information dissemination, and patient monitoring, to mitigate the spread of the virus. While these initiatives have shown effectiveness in reducing transmission, their success during the endemic pha...

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Main Author: Mohd Hazim Afiq, Kalana
Format: Thesis
Language:English
Published: 2024
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Online Access:http://ir.unimas.my/id/eprint/46484/3/Thesis%20Ms._%20Mohd%20Hazim%20Afiq%20Kalana.pdf
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spelling my-unimas-ir.464842024-10-29T06:49:09Z X-TAM: A Technology Acceptance Model Framework to Engage Users with Gamified COVID-19 Preventive Measures 2024-10-25 Mohd Hazim Afiq, Kalana QA76 Computer software During the COVID-19 pandemic, various pandemic applications have emerged, including contact tracing, information dissemination, and patient monitoring, to mitigate the spread of the virus. While these initiatives have shown effectiveness in reducing transmission, their success during the endemic phase remains uncertain. Engagement with COVID-19 initiatives has started to wane among individuals, both during and post-pandemic. This study addresses this issue by exploring the potential of gamification to increase users’ engagement with COVID-19 initiatives. The research utilizes the Technology Acceptance Model (TAM) as a framework to validate the influence of gamification on users’ engagement. By combining TAM with gamification, the study examines the acceptance of a gamified COVID-19 mobile application and its impact on users’ engagement with pandemic initiatives. The research specifically focuses on the constructs of gamification perceived usefulness (GPU), gamification perceived ease of use (GEOU), and attitude toward gamification (ATUG), and their relationships with users’ engagement. The findings indicate that GPU had the strongest positive impact on users’ engagement (β = 0.424, p < 0.001), followed by ATUG (β = 0.358, p < 0.001), while GEOU (β = 0.096, p = 0.194) showed a smaller but positive effect. These results suggest that gamification enhances user motivation and promotes behavioral changes in practicing COVID-19 preventive measures. These findings contribute to a better understanding of how gamification can be effectively employed in mobile applications to promote adherence to pandemic prevention measures, benefiting both current and future pandemic situations. Universiti Malaysia Sarawak 2024-10 Thesis http://ir.unimas.my/id/eprint/46484/ http://ir.unimas.my/id/eprint/46484/3/Thesis%20Ms._%20Mohd%20Hazim%20Afiq%20Kalana.pdf text en validuser masters Universiti Malaysia Sarawak Faculty of Computer Science & Information Technology
institution Universiti Malaysia Sarawak
collection UNIMAS Institutional Repository
language English
topic QA76 Computer software
spellingShingle QA76 Computer software
Mohd Hazim Afiq, Kalana
X-TAM: A Technology Acceptance Model Framework to Engage Users with Gamified COVID-19 Preventive Measures
description During the COVID-19 pandemic, various pandemic applications have emerged, including contact tracing, information dissemination, and patient monitoring, to mitigate the spread of the virus. While these initiatives have shown effectiveness in reducing transmission, their success during the endemic phase remains uncertain. Engagement with COVID-19 initiatives has started to wane among individuals, both during and post-pandemic. This study addresses this issue by exploring the potential of gamification to increase users’ engagement with COVID-19 initiatives. The research utilizes the Technology Acceptance Model (TAM) as a framework to validate the influence of gamification on users’ engagement. By combining TAM with gamification, the study examines the acceptance of a gamified COVID-19 mobile application and its impact on users’ engagement with pandemic initiatives. The research specifically focuses on the constructs of gamification perceived usefulness (GPU), gamification perceived ease of use (GEOU), and attitude toward gamification (ATUG), and their relationships with users’ engagement. The findings indicate that GPU had the strongest positive impact on users’ engagement (β = 0.424, p < 0.001), followed by ATUG (β = 0.358, p < 0.001), while GEOU (β = 0.096, p = 0.194) showed a smaller but positive effect. These results suggest that gamification enhances user motivation and promotes behavioral changes in practicing COVID-19 preventive measures. These findings contribute to a better understanding of how gamification can be effectively employed in mobile applications to promote adherence to pandemic prevention measures, benefiting both current and future pandemic situations.
format Thesis
qualification_level Master's degree
author Mohd Hazim Afiq, Kalana
author_facet Mohd Hazim Afiq, Kalana
author_sort Mohd Hazim Afiq, Kalana
title X-TAM: A Technology Acceptance Model Framework to Engage Users with Gamified COVID-19 Preventive Measures
title_short X-TAM: A Technology Acceptance Model Framework to Engage Users with Gamified COVID-19 Preventive Measures
title_full X-TAM: A Technology Acceptance Model Framework to Engage Users with Gamified COVID-19 Preventive Measures
title_fullStr X-TAM: A Technology Acceptance Model Framework to Engage Users with Gamified COVID-19 Preventive Measures
title_full_unstemmed X-TAM: A Technology Acceptance Model Framework to Engage Users with Gamified COVID-19 Preventive Measures
title_sort x-tam: a technology acceptance model framework to engage users with gamified covid-19 preventive measures
granting_institution Universiti Malaysia Sarawak
granting_department Faculty of Computer Science & Information Technology
publishDate 2024
url http://ir.unimas.my/id/eprint/46484/3/Thesis%20Ms._%20Mohd%20Hazim%20Afiq%20Kalana.pdf
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