Abstract

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.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call