The objective of this research is to provide basic materials to attract users’ intent to use by exploring major precedence factors that may affect initial acceptance of sports applications using a technology acceptance model. For this, 450 people in...
The objective of this research is to provide basic materials to attract users’ intent to use by exploring major precedence factors that may affect initial acceptance of sports applications using a technology acceptance model. For this, 450 people in their 20s to 50s living in Seoul were surveyed; except for 27 answers considered improper for the research, a total of 423 sheets were analyzed. A questionnaire was used for the measurement tool, and SPSS 21.0 Version and AMOS 20.0 Version were employed for data processing. To secure validity and credibility of the measurement tool, confirmatory factor analysis (CFA), frequency analysis and reliability analysis were conducted. Moreover, the following result was obtained through path analysis using correlation analysis and structural equation modeling (SEM):
First, information quality, individual innovation, self-efficacy and social influence out of precedence factors had positive (+) impact on perceived usefulness. System quality, however, showed no positive (+) impact on perceived usefulness.
Second, perceived easiness was revealed to have positive (+) influence on perceived usefulness.
Third, perceived easiness had no positive (+) effect on sports application attitude, while perceived usefulness showed positive (+) impact on sports application attitude.
Lastly, sports application attitude had positive (+) influence on intent to use sports application.
With rapid development of the information-oriented industry, IT environment has become more complicated and interest in and the importance of big data in the 4th industry has expanded. In response to this, it is required to continuously analyze data on information that users want. To draw more attention from all sports application users to technological attributes, it is necessary to expand contents by combining sports applications with smartphone technologies such as GPS, augmented reality (AR), virtual reality (VR), Internet of Things (IoT) and even wearable products, and let them use the features in daily life and work. Furthermore, it is important to concentrate on branding effect through communication, which is closely related to relationship building, develop measures to expand users' needs and the opportunity for communication, identify factors affecting positive or favorable attitude toward sports applications, and continue to verify the relationship among the factors, instead of only focusing on the technological aspects of sports applications. By doing so, strategies to keep and derive users’ favorable attitude toward sports applications should be prepared. Moreover, it is required to come up with methods to penetrate into people’s life starting from use of sports applications.