Abstract

BackgroundAn increasing number of mobile health (mHealth) apps are becoming available for download and use on mobile devices. Even with the increase in availability and use of mHealth apps, there has still not been a lot of research into understanding the intention to use this kind of apps.ObjectiveThe purpose of this study was to investigate a technology acceptance model (TAM) that has been specially designed for primary health care applications.MethodsThe proposed model is an extension of the TAM, and was empirically tested using data obtained from a survey of mHealth app users (n=310). The research analyzed 2 additional external factors: promotion of health and health benefits. Data were analyzed with a PLS–SEM software and confirmed that gender moderates the adoption of mHealth apps in Spain. The explanatory capacity (R2 for behavioral intention to use) of the proposed model was 76.4%. Likewise, the relationships of the external constructs of the extended TAM were found to be significant.ResultsThe results show the importance of healthy habits developed by using mHealth apps. In addition, communication campaigns for these apps should be aimed at transferring the usefulness of eHealth as an agent for transforming attitudes; additionally, as more health benefits are obtained, ease of use becomes greater. Perceived usefulness (PU; β=.415, t0.001;4999=3.442, P=.001), attitude toward using (β=.301, t0.01;499=2.299, P=.02), and promotion of health (β=.210, t0.05;499=2.108, P=.03) were found to have a statistically significant impact on behavior intention to use eHealth apps (R2=76.4%). Perceived ease of use (PEOU; β=.179, t0.01;499=2.623, P=.009) and PU (β=.755, t0.001;499=12.888, P<.001) were found to have a statistically significant impact on attitude toward using (R2>=78.2%). Furthermore, PEOU (β=.203, t0.01;499=2.810, P=.005), health benefits (β=.448, t0.001;499=4.010, P<.001), and promotion of health (β=.281, t0.01;499=2.393, P=.01) exerted a significant impact on PU (R2=72.7%). Finally, health benefits (β=.640, t0.001;499=14.948, P<.001) had a statistically significant impact on PEOU (R2=40.9%), while promotion of health (β=.865, t0.001;499=29.943, P<.001) significantly influenced health benefits (R2=74.7%).ConclusionsmHealth apps could be used to predict the behavior of patients in the face of recommendations to prevent pandemics, such as COVID-19 or SARS, and to track users’ symptoms while they stay at home. Gender is a determining factor that influences the intention to use mHealth apps, so perhaps different interfaces and utilities could be designed according to gender.

Highlights

  • OverviewThe use of mobile health apps increased during the first decade of the 21st century [1] and this has led to an increase in the amount of time that users devote to improve their health using mHealth app(s)

  • The results indicated that the research model explains 76.4% of the variance of the intention to use an mHealth app (R2 for behavioral intention to use=76.4%, R2 values for attitude toward using, health benefits, Perceived ease of use (PEOU), and Perceived usefulness (PU) are 78.2%, 74.7%, 40.9%, and 72.7%, respectively)

  • As has often been addressed in previous mHealth studies [114,115], health apps on smartphones can serve as very realistic health care alternatives, helping people save on medical expenses and being more effective in managing their personal health

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Summary

Introduction

The use of mobile health (mHealth) apps increased during the first decade of the 21st century [1] and this has led to an increase in the amount of time that users devote to improve their health using mHealth app(s). The increasing use of technology and the internet has forced companies to adapt their marketing strategies to this digital ecosystem. This growth has led to an increase in the use of smartphones around the world [3,4]. For this reason, user behavior and consumption habits with mobile apps have become important fields of research [3,5]. Even with the increase in availability and use of mHealth apps, there has still not been a lot of research into understanding the intention to use this kind of apps

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