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.
Disclosure statement
The authors declare that they have no conflict of interest that could have appeared to influence the work reported in this paper.
Correction Statement
This article has been republished with minor changes. These changes do not impact the academic content of the article.
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Hyung-Min Kim
Hyung-Min Kim is a research professor in the Smart Media Service Research Center (SSRC) at Korea University. He received his Ph.D. in Communication from Georgia State University. His research interests include smart media services and technologies.
Inje Cho
Inje Cho recently received his Ph.D. from University of Florida. Starting Fall 2022, he will be serving as an assistant professor in Graham School of Business at York College of Pennsylvania.
Minseong Kim
Minseong Kim is an assistant professor in the Department of Management & Marketing at Louisiana State University Shreveport. He received his Ph.D. from Florida University. His research interests include internet technologies and user behaviors.