Purpose: The current study extends the technology acceptance model (TAM) and information system success model (ISSM) to the context of branded sport applications. Specifically, the study examined the influences of app system success dimensions and TAM determinants on branded sport app usage intention. Moreover, the current study examined the gender differences regarding the relative importance of the drivers and predictors of usage intention.Design/methodology/approach: Data collection (n = 256) was conducted using convenience sampling in South Korea. The data were primarily analyzed via partial least squares structural equation modeling (PLS-SEM), multi-group analysis and importance–performance map analysis (IPMA) using SmartPLS 3.0.Findings: App users who viewed branded sport apps as having a higher level of system and information quality were likely to have stronger perceptions of enjoyment, usefulness, and ease of use. Among the TAM determinants, perceived enjoyment most significantly influenced their usage intention, followed by perceived usefulness and perceived ease of use. Multigroup analysis revealed that some relationships between app system success dimensions and TAM determinants were significantly different by gender. In addition, IPMA indicated that perceived enjoyment and system quality of branded sport apps were relatively more important than the other predictors.Originality/value: The current study contributes to the literature by incorporating both TAM and ISSM and extending the TAM with the perceived enjoyment construct to examine the key determinants of usage intention in the context of branded sport apps.
The purpose of the current study was to meta-analytically investigate the psychological impacts of physical activity for the elderly population in Korea. The findings from 21 studies, using the comprehensive meta-analysis (CMA) program, indicated that participation in physical activity had a low, but meaningful, impact on the subjective well-being of elderly individuals. Of three exercise dose components, the duration of physical activity was the most influential, followed by the frequency and intensity of the physical activity. Of six subjective well-being measures, self-efficacy was most strongly associated with physical activity, followed by life satisfaction, leisure satisfaction, exercise satisfaction, successful aging, and happiness. Results of moderator analyses indicated that the influence of physical activity became more pronounced as the proportion of males increased. Meanwhile, of the three exercise dose components, only the relationship between the duration and subjective well-being was influenced as the percentage of participants without a spouse or partner increased. Overall, regular participation in physical activity is an effective way of promoting subjective well-being among older adults in Korea. Relevant guidelines regarding physical activity prescription and behavioral management strategies are discussed.
The COVID-19 pandemic has increased the importance of health literacy in disseminating information on health in a non-contact society. This study focused on examining the acceptance capacity by older adults of smart devices in Korea and investigating the potential differences between men and women in terms of e-health literacy and technology-use anxiety. The study included 1369 respondents who were adults over 50 years of age and used welfare centers, public health centers, senior citizen centers, and exercise centers in Seoul and Incheon. An online survey was conducted from 1 June 2021 to 24 June 2021. The study found that the older adults’ low levels of digital literacy could limit their access to health information and negatively impact their health. The difference between men and women in terms of technology-use anxiety was statistically significant, with the latent mean for men being higher than that for women. The effect sizes of the potential mean differences were found to be at a medium level for e-health literacy and a significant level for technology-use anxiety. With Korea’s aging population and the need for the continuous management of chronic diseases among older adults, it is essential to discuss internet-based health information for disease maintenance and treatment.
This study aimed to examine users’ experiences of using running applications. A total of 20,243 online reviews posted by running-application users were collected from the Google Play Store. The data were analyzed using Leximancer to conduct the qualitative content analysis. The software identified six themes of running-app users’ experiences: “app”, “use”, “track”, “free”, “ads”, and “support”. Moreover, the results showed that users were generally positive toward the usefulness of running applications’ functions. The findings of this study help designers better understand running-application users’ experience and improve running applications’ features in order to optimize users’ exercise experience.
Background/Objective: As the global aging population grows, digital leisure services have emerged as a potential solution to improve older adults’ social engagement, cognitive stimulation, and overall well-being. However, their adoption remains limited because of digital literacy gaps, psychological barriers, and varying levels of adaptability. This study aims to analyze and predict older adults’ intention to adopt digital leisure services by integrating psychosocial factors, demographic characteristics, and digital adaptability using artificial intelligence (AI)-based predictive models. Methods: This study utilized data from the 2022 Urban Policy Indicator Survey conducted in Seoul, South Korea, selecting 2239 individuals aged 50 years and above. A two-step clustering approach was employed: hierarchical clustering estimated the optimal number of clusters, and K-means clustering finalized the segmentation. An artificial neural network (ANN) model was applied to predict the likelihood of digital leisure adoption by incorporating demographic and psychosocial variables. Logistic regression was used for validation, and model performance was assessed through accuracy, precision, recall, and F1-score. Results: Four distinct clusters were identified based on digital adaptability and social media engagement. Cluster 3 (highly educated males in their 60s with family support) showed the highest probability (84.35%) of digital leisure adoption despite low social media engagement. Cluster 4 (older women with high social media usage) exhibited lower adaptability to structured digital services. The ANN model achieved an overall classification accuracy of 85.2%, highlighting digital adaptability as a key determinant for adoption. Conclusions: These findings underscore the need for targeted policy interventions, including tailored digital education programs, intergenerational digital training, and simplified platform designs to enhance digital accessibility. Future research should further explore psychological factors influencing digital adoption and validate AI-based predictions using real-world behavioral data.
30 August 2018 in Korean Journal of Sport Management
본 연구의 목적은 메타분석을 통해 스포츠 시설 분야에서의 서비스스케이프의 효과성을 실증적으로 규명하는데 있다. 자료의 분석을 위해 스포츠 시설 분야에서 서비스스케이프가 활용된 선행연구 31편을 선정하였고, CMA(Comprehensive Meta Analysis)를 사용하여 분석을 실시하였다. 연구결과는 다음과 같다. 첫째, 스포츠 분야에서의 서비스스케이프의 효과크기는 .426으로 큰 효과크기를 가지는 것으로 확인되었다. 둘째, 서비스스케이프의 구성요인 효과크기는 심미성 .472, 분위기 .444, 청결성 .434, 공간배치 .412로 분석되었다. 셋째, 조절변인 중 유형에 따른 서비스스케이프의 효과성은 스포츠 센터와 스포츠레저 시설에서 높은 것으로 확인되었다. 이에 스포츠 시설 운영자는 최초 시설계획 시 심미성을 고려하여야 할 것이며, 실내 스포츠 시설의 경우 계절과 날씨를 고려한 분위기 요인들의 품질관리가 이루어져야 하며, 그 외의 스포츠 시설물의 경우 부분적으로 분위기 요인을 관리 할 수 있는 시설의 운영과 이벤트를 통해 분위기 관리를 할 수 있을 것이다. 또한 청결요소들의 지속적인 관리를 통해 스포츠 시설 이용객의 만족과 재방문을 이끌어 낼 수 있을 것이다. 본 연구의 결과를 토대로 개별 스포츠 시설에서 적용 가능한 서비스스케이프를 활용함으로서 수용자들의 행동을 이끌어내기 위한 전략을 추진할 수 있을 것이다.