Vol.14, No.2, May 2025.                                                                                                                                                                          ISSN: 2217-8309

                                                                                                                                                                                                                        eISSN: 2217-8333

 

TEM Journal

 

TECHNOLOGY, EDUCATION, MANAGEMENT, INFORMATICS

Association for Information Communication Technology Education and Science


Gamification-Driven Strategies for Reducing Office Syndrome Risks: A Digital Health Innovation

 

Palatip Lunkun, Khachakrit Liamthaisong

 

© 2025 Khachakrit Liamthaisong, published by UIKTEN. This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License. (CC BY-NC-ND 4.0)

 

Citation Information: TEM Journal. Volume 14, Issue 2, Pages 1290-1302, ISSN 2217-8309, DOI: 10.18421/TEM142-30, May 2025.

 

Received: 24 August 2024.

Revised:  23 February 2025.
Accepted: 23 April 2025.
Published: 27 May 2025.

 

Abstract:

 

A large number of people who are of working age spend significant amounts of time sedentarily, which leads to stress, affecting both physical and mental health. Therefore, researchers have developed a healthcare notification and motivation application to prevent health issues. This project aims to create a mobile application that will reduce the dangers of office syndrome behaviors brought on by extended periods of sitting at a desk. Gamification principles are employed to create an application mainly meant for supporting staff who may be at risk for physical health problems due to long hours. The present study employs the Research and Development (R&D) methodology with the Software Development Life Cycle (SDLC) and gamification in application development. The program that has been developed incorporates gamification. This study aims to utilize an application for educating individuals about office syndrome and muscle stretching exercises to prevent symptoms among support staff at the Faculty of Information Science, a university in Thailand, totaling 38 participants. The evaluation of behavior reduction before and after using the experts’ application was excellent, with 𝑥𝑥̅ = 4.55, S.D. = 0.22. Post-application analysis demonstrated a decline in risky behaviors, from 47% to 70%.

 

Keywords – Office syndrome, gamification, application, behavior, health promotion.

 

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