Mental health is defined as a condition of a person's well-being in coping with the stress of life. Mobile apps that used gamification has been proven effective as a mental health intervention in the form of therapeutic tool for counseling and mental therapy. Entertainment content of video games has been shown to improve mood, enhances motivation, and reduce stress/emotional relief. Though the benefits of gamification as an intervention tool for assisting people during life difficulties were widely researched, yet less research focused on what are the significant gamification elements in a game design that can influence one mental health state. In fact, research on mental health and gamification in Malaysia is relatively new and limited. This research aims to identify the significant gamification design elements which influence the user in overcoming their mental health problems through game playing and game interaction. The scope of this research involved a focus group consists of five (5) users with anxiety issues and with more than two years' experience in playing entertainment games to elevate their anxiety problems. The research methodology was conducted using qualitative approaches via narrative inquiry (in-depth interview) to understand the user's experiences and interaction with the entertainment game app. The results were consolidated using a thematic analysis approach. From the research findings, four (4) design themes emerged, there are 1) storytelling 2) challenge 3) engagement, and 4) point and reward. Based on the participant's feedback the design element of engagement was discovered as the most significant to enhance passion and emotional involvement in participation and completion of levels/challenge in game interaction.In conclusion, the research has identified four (4) gamification design elements that drive possible emotional changes of the participants during their interaction with the game app. As the research was exploratory in nature with a limited number of respondents; for future work, we proposed a mixed-method approach to understand each design element and its relationship through prototype building and theoretical model validation.
PurposeThe proliferation of the internet as the means for knowledge and information exchange gives rise to new issues of sustaining trust within web‐mediated information environments. However, researchers have not studied trust on websites that evoke emotionally charged topics that are culturally and ethically oriented as much as they have studied e‐tailing trust. Hence, this paper aims to explore the notion of trust within the web‐based information for Islamic content environment and how consumers' trust evaluations on topics that are sensitive to their cultural norms would give different a connotation of trust and its guidelines.Design/methodology/approachThe paper discusses the notion of trust, its dimensions, conceptualisation and operationalisation in the online environment. The paper presents the results of a descriptive study conducted via an online survey distributed to online Muslim users through the mailing list of the Federation of Universities in the Islamic World (see www.fuiw.org) database.FindingsThe analysis highlights issues surrounding trust among 605 respondents from different continents. The outcome of the findings indicates the importance of third‐party seals and overall site presentation in mediating the interaction of trustworthy communication.Research limitations/implicationsDue to the huge population of Muslims from different ethnic groups, the research is unable to capture a general order of the perceptions of trust. In addition, what are presented here are “possible issues” of trust that exist amongst Islamic communities and not something definitive.Practical implicationsDesigners of information artefacts should consider the cultural aspect in which the information domain resides, because the culture within which a person operates will shape his or her perception of trust. Hence, creating the right appearance on the web by imposing online legitimacy, appropriate communication styles and appearance are integral issues for designers to consider in developing information systems for a sensitive information context.Originality/valueThe research should be of value to those who have an interest in exploring, enquiring and communicating knowledge or information pertaining to a Muslim user group within the wider human‐computer interaction scope.
Purpose The purpose of this study is to investigate the contributing factors to E-government disruptions in Malaysia public service. Researchers have highlighted that the main factors that contribute to IT service failure are the people, process and technology. However, relatively few empirical studies examine to what extent these factors contribute to E-government service disruptions. This study explores the level of contribution of each factor to the E-government service disruptions. Design/methodology/approach The research was conducted based on the hypothetical-deductive approach. Based on the synthesized literature review, a conceptual model is proposed and several hypotheses are developed. The study was undertaken using questionnaires via convenience sampling whereby eight frontline agencies, six departments and four ministries in Malaysian public service were selected. The selected agencies are frontline agencies (agencies that deal directly with citizens) and have implemented E-government. The respondents consist of IT department employees of those agencies. The data for this research were analyzed using the descriptive and inferential statistics analysis. Findings Statistically, both human error and process failure are significantly correlated with E-government service disruptions in the Malaysian public sector. More importantly for this research, the empirical results reveal that human action, decision, management, error and failure are the major causes to the E-government disruptions, followed by an improper process or procedures. In addition, it is found that technology failure is not significantly contributing to the E-government disruption frequency in the Malaysian public sector. Human error is an important factor and needs to be given more attention by the management, as human is the creator, who uses, manages and maintains the technology and process to enable the delivery of services as specified in the objectives, vision and mission of the organization. However, the approach used to address E-government disruptions is more toward technology-oriented and revolves around the recovery process. Research limitations/implications The study only focuses on three main factors, which are people, process and technology, and the target sample focuses only front-end service agencies. Further study can be extended by incorporating the other factor such as organizational environment, and the sample size could be expanded by including all agencies in public services. As human failure is a major cause of E-government disruptions, the proposed future research should also study the causes of human failure and how to address the problem by developing a resilient organization. Practical implications The results of this study have two implications: first is the discovery of the disruption factors that affect E-government service availability, and second is that the results of this study prioritized the factors that contribute to E-government service disruptions. This information would be beneficial to local, state and national governments for further action to ensure the availability and sustainability of E-government implementation. Originality/value This study identifies the factors that contribute to the service disruption of E-government and, thus, gives the priority of each factor based on its contribution to the E-government service disruption. This is an important finding because it enables public sector agencies to plan and implement improvements as needed and at the appropriate rate for each IT service component to ensure the E-government availability guarantee.
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