Winning the Needs of the Gen Z: Gamified Health Awareness Campaign in Defeating COVID-19 Pandemic
Gamification is progressively used as an essential part of today’s campaigns to engage users and drive behaviour change. The gamified campaign would motivate people to be aware of health issues. However, there is a lack of empirical evidence on the needs of Gen Z on a gamified health awareness campa...
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| Published in: | Procedia computer science 2021, Vol.179, p.974-981 |
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| Main Authors: | , , , , , |
| Format: | Article |
| Language: | English |
| Subjects: | |
| Citations: | Items that this one cites Items that cite this one |
| Online Access: | Get full text |
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