GAMIFICATION ELEMENTS FOR WELLNESS PROGRAM
Wellness program becomes crucial for the company because it is closely related to work motivation, work productivity, and company expenses. These days, the company is faced with challenges that come from the millennial generation in Indonesia which currently reaches 63.4 million people. Most of this...
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Format: | Theses |
Language: | Indonesia |
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Online Access: | https://digilib.itb.ac.id/gdl/view/43972 |
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Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | Wellness program becomes crucial for the company because it is closely related to work motivation, work productivity, and company expenses. These days, the company is faced with challenges that come from the millennial generation in Indonesia which currently reaches 63.4 million people. Most of this generation group has unhealthy habits or lifestyles such as high consumption of unhealthy foods, high-level of smoking and alcohol, lack of exercise and prolonged stress. These habits are the cause of several critical diseases. Especially in the next few years, the millennial generation will dominate the population in Indonesia.
The purpose of this study is to identify the elements of gamification that are suitable for the wellness program through the analysis of the relation between the gamification elements and its impact on the intention of the millennials in participating in the wellness program. Gamification is the use of elements and game design in non-game contexts. The data used in this study were collected through interviews with 5 Indonesian millennials who have different occupational backgrounds, after that the results of the interviews are used as the reference to make the questionnaire. The criteria of the respondents are; age between 23-38 and currently working or unemployed with at least 1 year of work experience. The results from the 401 respondents showed, from the 11 elements of gamification, only 6 elements had a significant impact to be applied in the wellness program. These elements are achievements, badges, collections, points, social graphs and teams.
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