Utilitarian and hedonic motivations and social influence of gamified fitness applications
Abstract
The current research used an extended Technology Acceptance Model (TAM) in conjunction with social influence to understand utilitarian and hedonic motivations of gamified applications used to record and improve fitness activity. The study was conducted using a convenience sample of 40 participants, users of gamified fitness technology. The results showed that usefulness, ease of use and enjoyment positively influence participants' behavioural intentions to use gamified applications. Additionally, social influence has been positively correlated to attitudes towards use, with attitudes and behavioural intentions as determinants of the actual behaviour. This study contributes to the literature suggesting that TAM framework should be extended to include social influence as a predictor for technology adoption. From a practical standpoint, this study aims to help developers create better applications that sustain long-term fitness behaviour.
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