웨어러블 피트니스 디바이스의 게이미피케이션 요소가 지각된 가치, 지속사용의도 및 운동지속의도에 미치는 영향
- Alternative Title
- The impact of gamification elements of wearable fitness devices on perceived value, intention to continue use, and intention to continue exercising: Focusing on the moderating effect of personal innovativenes
- Abstract
- The purpose of this study is to verify the impact of gamification elements of wearable fitness devices on users' perceived value, intention to continue using wearable fitness devices, intention to continue exercising when wearing wearable fitness devices, and the moderating effect of personal innovativeness. This study selects the population of people living across the country in Korea in 2023 and has experience using smartwatches, and then conducts a convenience sampling method, one of the non-probability sampling methods, through an online survey company (Embrain). The questionnaire was distributed. Specifically, a total of 500 online questionnaires were used for analysis. Confirmatory factor analysis was conducted to evaluate the reliability and validity of the measurement items, and then Latent Moderated Structural Equations were performed to verify the hypotheses established in this study. The results are summarized as follows. First, self-monitoring has a positive effect on utilitarian value. Second, self-monitoring did not affect hedonic value. Third, goal setting has a negative effect on utilitarian value. Fourth, goal setting has a negative effect on hedonic value. Fifth, rewards have a positive effect on utilitarian value. Sixth, rewards have a positive effect on hedonic value. Seventh, social promotion has a positive effect on utilitarian value. Eighth, social promotion did not affect hedonic value. Ninth, practical value has a positive effect on the intention to continue using a smartwatch. Tenth, hedonic value has a positive effect on the intention to continue using a smartwatch. Eleventh, the intention to continue using a smartwatch has a positive effect on the intention to continue exercising. Twelfth, personal innovativeness was found to positively regulate practical value on the intention to continue using smartwatches. Thirteenth, personal innovativeness was found to negatively moderate the influence of hedonic value on the intention to continue using a smartwatch. Overall, this study revealed the process of influence of gamification elements of wearable fitness devices on consumer exercise granting and verified the pattern of influence on consumer perceived value and intention to continue using smartwatches according to individual innovativeness. This study presented meaningful practical implications for wearable fitness device developers.
- Author(s)
- CHANG WUGENG
- Issued Date
- 2024
- Awarded Date
- 2024-02
- Type
- Dissertation
- Keyword
- 게이미피케이션, 지각된 가치, 스마트워치 지속사용의도, 운동지속의도, 개인 혁신성
- Publisher
- 국립부경대학교 대학원
- URI
- https://repository.pknu.ac.kr:8443/handle/2021.oak/33748
http://pknu.dcollection.net/common/orgView/200000743466
- Alternative Author(s)
- CHANG WUGENG
- Affiliation
- 국립부경대학교 대학원
- Department
- 대학원 체육학과
- Advisor
- 김대환
- Table Of Contents
- Ⅰ. 서론 1
1. 연구의 필요성 1
2. 연구의 목적 4
3. 연구 가설 4
4. 연구의 제한점 7
5. 용어의 정의 8
Ⅱ. 이론적 배경 12
1. 웨어러블 피트니스 디바이스 12
2. 게이미피케이션 17
3. 지각된 가치 24
4. 스마트워치의 지속사용의도 25
5. 운동지속의도 26
6. 개인 혁신성 27
Ⅲ. 연구방법 29
1. 연구대상 및 자료표집 방법 29
2. 조사도구 31
3. 자료처리 및 분석 35
Ⅳ. 연구결과 37
1. 자료의 일반적 특성 37
2. 개념의 신뢰도와 타당도 검증 41
3. 잠재조절 구조방정식 모형 검증결과 48
3. 가설검증 52
Ⅴ. 논의 56
Ⅵ. 결론 및 제언 61
1. 결론 61
2. 제언 62
참고문헌 64
부록 80
국문 초록 85
- Degree
- Master
-
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- 대학원 > 체육학과
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