요약
Ⅰ. Introduction
Ⅱ. Theoretical Background
2.1 Technology Acceptance Model
2.2 Mobile Fitness App Adoption
2.3 Privacy Concerns
2.4 Gamification
Ⅲ. Research Model and Hypotheses
3.1 Research Model
3.2 Hypotheses Development
Ⅳ. Research Methodology
4.1 Measurement Instrument
4.2 Common Method Bias Assessment
Ⅴ. Analysis and Results
5.1 Reliability and Validity Tests
5.2 Structural Model Analysis & Hypotheses Testing
5.3 Discussion
Ⅵ. Conclusion
References
Abstract