探索体育品牌应用的应用

Hyun Byun, Weisheng Chiu, Jung-sup Bae
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引用次数: 1

摘要

本文的目的是运用改进的技术接受模型(TAM)来考察消费者使用运动品牌app的意愿和实际行为的影响因素。对韩国261名体育品牌app消费者进行了方便抽样。数据分析采用偏最小二乘结构方程模型(PLS-SEM),使用SmartPLS 3.0。结果发现,享受水平对感知易用性有显著的正向影响,而感知易用性也对感知有用性有显著的正向影响。使用运动品牌app的行为意向受感知享受的影响最为显著,其次是感知有用性,然后是感知易用性。此外,行为意向正向影响实际行为。此外,一项多群体分析发现,三个年龄段(20多岁、30多岁和40多岁)在使用运动品牌app方面存在差异。这些发现有助于更好地了解消费者在使用运动品牌应用程序时的行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Exploring the Adoption of Sports Brand Apps
The purpose of this article was to apply the modified technology acceptance model (TAM) to examine factors influencing consumers' intention and actual behavior in using sports brand apps. Convenience sampling was conducted for Korean consumers (N = 261) of sports brand apps. Data were analyzed by partial least squares structural equation modeling (PLS-SEM) using SmartPLS 3.0. The results found that the level of enjoyment had a significantly positive effect on the perceived ease of use, while perceived ease of use also positively affected perceived usefulness. Behavioral intention to use sports brand apps was most significantly influenced by perceived enjoyment, followed by perceived usefulness, and then perceived ease of use. Moreover, behavioral intention positively affected actual behavior. In addition, a multi-group analysis carried out found differences between three age groups (20s, 30s, and 40+) regarding the use of sports brand apps. The findings provide a better understanding of consumer behavior when using sports brand apps.
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