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Research on the Application of Gamification in Fitness App Based on Kano Model

첫 페이지 보기
  • 발행기관
    국제인공지능학회(구 한국인터넷방송통신학회) 바로가기
  • 간행물
    International Journal of Internet, Broadcasting and Communication 바로가기
  • 통권
    Vol.16 No.2 (2024.05)바로가기
  • 페이지
    pp.136-148
  • 저자
    Jing Ren, Chang-wook Lee
  • 언어
    영어(ENG)
  • URL
    https://www.earticle.net/Article/A452297

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원문정보

초록

영어
In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.

목차

Abstract
1. Introduction
2. Theoretical Background
2.1 Concept and Understanding of the Kano Model
2.2 Understanding of Fitness Applications
2.3 Understanding Gamification Concepts
3. Survey design
3.1 Evaluation Methods for Fitness Apps Gamification
3.2 Evaluation Methods for Fitness Apps Gamification
4. Case Analysis
4.1 Analysis Results of the Kano Model of Sweatcoin APP
4.2 Analysis Results of the Kano Model of Home Workout APP
4.3 Analysis Results of the Kano Model of Six Pack30 Days APP
4.4 Analysis Results of the Kano Model of Fitness Coach & Diet APP
5. Results and Discussion
6. Conclusion and Recommendations
Reference

키워드

Kano Model,Fitness App,Gamificatio,User Need

저자

  • Jing Ren [ Master and Ph.D. students, Department of Communication Design,Dankook University ] Corresponding Author
  • Chang-wook Lee [ Professor, Department of Communication Design,Dankook University ]

참고문헌

자료제공 : 네이버학술정보

간행물 정보

발행기관

  • 발행기관명
    국제인공지능학회(구 한국인터넷방송통신학회) [The International Association for Artificial Intelligence]
  • 설립연도
    2000
  • 분야
    공학>전자/정보통신공학
  • 소개
    인터넷방송, 인터넷 TV , 방송 통신 네트워크 및 관련 분야에 대한 국내는 물론 국제적인 학술, 기술의 진흥발전에 공헌하고 지식 정보화 사회에 기여하고자 한다.

간행물

  • 간행물명
    International Journal of Internet, Broadcasting and Communication
  • 간기
    계간
  • pISSN
    2288-4920
  • eISSN
    2288-4939
  • 수록기간
    2009~2025
  • 십진분류
    KDC 326 DDC 380

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