Abstract
Employee health can be promoted by companies by offering various health-specific programs, activities, and measures and by forming a well-functioning work organization that is beneficial to productivity, well-being and health. The aim of this paper is to investigate employees’ experiences of using a mobile health application, GOOZO, as inspired by gamification, to promote work-related health. An exploratory case study with an inductive approach is used in this study. The results show that using a digital application to promote work-related health can be a good way to draw attention to the importance of health. Gamification is also an incentive to increase the social coherence at the workplace, as activities with a competition focus can engage employees.
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Johansson, C., Svensson, A. (2024). Employees’ Experiences of Using a Mobile Health Application: A Qualitative Study Based on Digital Intervention. In: Latifi, S. (eds) ITNG 2024: 21st International Conference on Information Technology-New Generations. ITNG 2024. Advances in Intelligent Systems and Computing, vol 1456. Springer, Cham. https://doi.org/10.1007/978-3-031-56599-1_58
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