关键词: Unified Theory of Acceptance and Use of Technology 2 determinants of app usage education-related app features fitness applications gamification-related app features mHealth mobile phone motivation-related app features physical activity smartphone technology acceptance

Mesh : Cross-Sectional Studies Exercise Female Humans Intention Male Mobile Applications Motivation

来  源:   DOI:10.2196/26063   PDF(Pubmed)

Abstract:
Smartphone fitness apps are considered promising tools for promoting physical activity and health. However, it is unclear which user-perceived factors and app features encourage users to download apps with the intention of being physically active.
Building on the second version of the Unified Theory of Acceptance and Use of Technology, this study aims to examine the association of the seven determinants of the second version of the Unified Theory of Acceptance and Use of Technology with the app usage intentions of the individuals and their behavioral intentions of being physically active as well as the moderating effects of different smartphone fitness app features (ie, education, motivation, and gamification related) and individual differences (ie, age, gender, and experience) on these intentions.
Data from 839 US residents who reported having used at least one smartphone fitness app were collected via a web-based survey. A confirmatory factor analysis was performed, and path modeling was used to test the hypotheses and explore the influence of moderators on structural relationships.
The determinants explain 76% of the variance in the behavioral intention to use fitness apps. Habit (β=.42; P<.001), performance expectancy (β=.36; P<.001), facilitating conditions (β=.15; P<.001), price value (β=.13; P<.001), and effort expectancy (β=.09; P=.04) were positively related to behavioral intention to use fitness apps, whereas social influence and hedonic motivation were nonsignificant predictors. Behavioral intentions to use fitness apps were positively related to intentions of being physically active (β=.12; P<.001; R2=0.02). Education-related app features moderated the association between performance expectancy and habit and app usage intentions; motivation-related features moderated the association of performance expectancy, facilitating conditions, and habit with usage intentions; and gamification-related features moderated the association between hedonic motivation and usage intentions. Age moderated the association between effort expectancy and usage intentions, and gender moderated the association between performance expectancy and habit and usage intentions. User experience was a nonsignificant moderator. Follow-up tests were used to describe the nature of significant interaction effects.
This study identifies the drivers of the use of fitness apps. Smartphone app features should be designed to increase the likelihood of app usage, and hence physical activity, by supporting users in achieving their goals and facilitating habit formation. Target group-specific preferences for education-, motivation-, and gamification-related app features, as well as age and gender differences, should be considered. Performance expectancy had a high predictive power for intended usage for male (vs female) users who appreciated motivation-related features. Thus, apps targeting these user groups should focus on goal achievement-related features (eg, goal setting and monitoring). Future research could examine the mechanisms of these moderation effects and their long-term influence on physical activity.
摘要:
智能手机健身应用程序被认为是促进身体活动和健康的有前途的工具。然而,目前尚不清楚哪些用户感知因素和应用程序功能会鼓励用户下载具有身体活动意图的应用程序。
在接受和使用技术的统一理论的第二版基础上,这项研究旨在研究接受和使用技术统一理论第二版的七个决定因素与个人的应用程序使用意图及其身体活动的行为意图以及不同的智能手机健身应用程序功能的调节作用的关联(即,教育,动机,和游戏化相关)和个体差异(即,年龄,性别,和经验)对这些意图。
通过基于网络的调查收集了839名美国居民的数据,他们报告说至少使用了一个智能手机健身应用程序。进行了验证性因素分析,路径模型用于检验假设并探索主持人对结构关系的影响。
这些决定因素解释了使用健身应用程序的行为意图的76%的差异。习惯(β=.42;P<.001),预期性能(β=.36;P<.001),促进条件(β=.15;P<.001),价格值(β=.13;P<.001),努力预期(β=.09;P=.04)与使用健身应用程序的行为意向呈正相关,而社会影响和享乐主义动机是不显著的预测因素。使用健身应用程序的行为意图与身体活动的意图呈正相关(β=.12;P<.001;R2=0.02)。与教育相关的应用程序功能调节了预期表现与习惯和应用程序使用意图之间的关联;与动机相关的功能调节了预期表现的关联,便利条件,和习惯与使用意图;游戏化相关的特征缓和了享乐动机和使用意图之间的关联。年龄调节了预期努力和使用意图之间的联系,性别调节了预期表现与习惯和使用意向之间的关系。用户体验是一个不重要的主持人。后续测试用于描述显著交互作用的性质。
本研究确定了使用健身应用的驱动因素。智能手机应用程序功能应设计为增加应用程序使用的可能性,因此身体活动,通过支持用户实现他们的目标和促进习惯的形成。针对特定群体的教育偏好-,动机-,和游戏化相关的应用程序功能,以及年龄和性别差异,应该考虑。对于欣赏动机相关功能的男性(与女性)用户的预期使用情况,预期性能具有很高的预测能力。因此,针对这些用户组的应用程序应专注于与目标成就相关的功能(例如,目标设定和监控)。未来的研究可以研究这些调节作用的机制及其对身体活动的长期影响。
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