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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Main Author: Basra Rajab, Muhammad
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
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spelling id-itb.:439722019-10-01T09:41:21ZGAMIFICATION ELEMENTS FOR WELLNESS PROGRAM Basra Rajab, Muhammad Manajemen umum Indonesia Theses Behaviour, Gamification, Gamification Elements, Millennial, Wellness Program INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/43972 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. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
topic Manajemen umum
spellingShingle Manajemen umum
Basra Rajab, Muhammad
GAMIFICATION ELEMENTS FOR WELLNESS PROGRAM
description 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.
format Theses
author Basra Rajab, Muhammad
author_facet Basra Rajab, Muhammad
author_sort Basra Rajab, Muhammad
title GAMIFICATION ELEMENTS FOR WELLNESS PROGRAM
title_short GAMIFICATION ELEMENTS FOR WELLNESS PROGRAM
title_full GAMIFICATION ELEMENTS FOR WELLNESS PROGRAM
title_fullStr GAMIFICATION ELEMENTS FOR WELLNESS PROGRAM
title_full_unstemmed GAMIFICATION ELEMENTS FOR WELLNESS PROGRAM
title_sort gamification elements for wellness program
url https://digilib.itb.ac.id/gdl/view/43972
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