Winning the Needs of the Gen Z: Gamified Health Awareness Campaign in Defeating COVID-19 Pandemic

Nurul Hidayah Mat Zain, Siti Nuramalina Johari, Siti Rahayu Abdul Aziz, Noor Hasimah Ibrahim Teo, Norshahidatul Hasana Ishak, Zainab Othman

Procedia Computer Science · 2021 · 19 citations · 22 references

DOIFull text

Open access

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.

References

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