Gamification Aspects of Fitness Apps: Implications of mHealth for Physical Activities

被引:18
作者
Kim, Hyung-Min [1 ]
Cho, Inje [2 ]
Kim, Minseong [3 ]
机构
[1] Korea Univ, Smart Media Serv Res Ctr, 145 Anam Ro, Seoul 02841, South Korea
[2] Univ Florida, Coll Hlth & Human Performance, Dept Sport Management, Gainesville, FL USA
[3] Louisiana State Univ, Coll Business, Dept Management & Mkt, Shreveport, LA 71105 USA
关键词
PERCEIVED BEHAVIORAL-CONTROL; MOBILE APPS; PLANNED BEHAVIOR; SOCIAL-INFLUENCE; TECHNOLOGY; COMMUNICATION; ACCEPTANCE; EXERCISE; ADOPTION; INTERVENTIONS;
D O I
10.1080/10447318.2022.2073322
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
This study explored how the use of fitness apps (based on the Technology Acceptance Model) and gamification elements are related to users' self-efficacy in physical activities (PA) by examining their attitudes and motivation to participate in PA (based on the theory of planned behavior). We analyzed 87,074 reviews of Fitbit users to explore their ideas about using fitness apps, then recruited survey participants who have had PA via fitness apps. Gaming mechanisms in fitness apps (i.e., self-monitoring, goal-setting, social facilitation, and rewards) encouraged users' PA and improve users' self-efficacy in PA, which in turn, enhanced users' motivation for PA participation. The current study explored the implications of fitness apps' use as a proactive technology for health. Further, this study proposed an integrated model of two theories through gamification aspects to examine how fitness apps arouse users' perception of and motivation for PA.
引用
收藏
页码:2076 / 2089
页数:14
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