Employees’ Experiences of Using a Mobile Health Application: A Qualitative Study Based on Digital Intervention

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ITNG 2024: 21st International Conference on Information Technology-New Generations (ITNG 2024)

Part of the book series: Advances in Intelligent Systems and Computing ((AISC,volume 1456))

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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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Correspondence to Ann Svensson .

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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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  • DOI: https://doi.org/10.1007/978-3-031-56599-1_58

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-56598-4

  • Online ISBN: 978-3-031-56599-1

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