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Research On The Influencing Factors Of Users Of Gamified Mobile Health Applications About Continuous Use Intention

Posted on:2020-12-26Degree:MasterType:Thesis
Country:ChinaCandidate:Y HuangFull Text:PDF
GTID:2428330599958921Subject:Books intelligence
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[Purpose] This study mainly conducts questionnaire surveys and statistical analysis on gamification mobile health application users,and explores the impact of gamification mobile health application users on the willingness to continue to use applications,and proposes relevant mobile health application development practices.Integrating TAM model and self-determination theory,using immersive experience and perceived usefulness as intrinsic motivation and extrinsic motivation,combining the two aspects to analyze the effect relationship of related factors of gamification mobile health application users' willingness to use continuously.This provides theoretical support and practical advice for mobile health application developers.[Methods]This study summarizes relevant theories and models through literature review,based on the technology acceptance model,integrates self-determination theory and the characteristics of gamified mobile health applications,constructs research models,and proposes relevant hypotheses.The data was collected through questionnaires.The questionnaire included the questionnaire description,the user's basic information and the scale problem,and the scale item used the Likert five-level scale.The "ant forest" users were surveyed and conducted by online questionnaire survey.First,collect small sample data for pre-survey,and use SPSS software to perform reliability and validity analysis on 80 sample data to verify the reliability of the data.Then,the empirical analysis part enters the formal investigation stage,collects 300 questionnaire data,and uses the analysis software SPSS22.0 for descriptive statistical analysis and reliability and validity analysis.Using AMOS21.0 software to use the structural equation model method,test the validity of the model with ?2/df,GFI,AGFI,CFI,NFI,IFI,TLI,RMSEA as indicators.The model is modified according to the non-standard items to form a modified model.Finally,the causal relationship of each structural variable in the model is verified by the path relation diagram,and the proposed research hypothesis is verified.[Results] A total of 11 hypotheses were proposed in this study.The hypothesis that the positive correlation between information quality and perceived usefulness is not established,other assumptions are true.The sense of autonomy,ability,relationship,and sense of fun positively influence the user's willingness to use through immersive and attitudes;Subjective norms and perceived ease of use positively influence the user's willingness to use through perceived usefulness and attitude;Perceived risk negatively affects the user's willingness to use through perceived usefulness and attitude.Among them,external factors perceived ease of use and perceived risk have the greatest impact on the willingness to continue to use,the sense of autonomy has the least impact on the willingness to continue to use.[Conclusions] The sense of autonomy,ability,relationship,fun,and subjective norms,perceived risk,perceived ease of use are important factors influencing the willingness of users of gamified mobile health applications to continue to use;Immersion and perceived usefulness as mediators have an impact on the user's willingness to use from the perspective of intrinsic motivation and extrinsic motivation.
Keywords/Search Tags:Gamification, Mobile Health, Influencing Factors, Willingness to Continue to Use
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