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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Bibliographic Details
Published in:Procedia computer science 2021, Vol.179, p.974-981
Main Authors: Mat Zain, Nurul Hidayah, Johari, Siti Nuramalina, Abdul Aziz, Siti Rahayu, Ibrahim Teo, Noor Hasimah, Ishak, Norshahidatul Hasana, Othman, Zainab
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Language:English
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