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1 – 10 of over 3000Doyeon Won, Weisheng Chiu and Hyun Byun
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…
Abstract
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.
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Jae-Pil Ha, Sun J Kang and Jaehyun Ha
This study proposes a conceptual model to comprehensively understand how sports fans perceive and accept smartphones and applications in a sport consumption context by developing…
Abstract
This study proposes a conceptual model to comprehensively understand how sports fans perceive and accept smartphones and applications in a sport consumption context by developing a series of propositions. Theoretically based on the Technology Acceptance Model (TAM) and the Sport Website Acceptance Model (SWAM), this study provides fundamental groundwork to better conceptualise sports fans' decision making processes involving the latest technology used to consume sport.
Demetris Vrontis, Milena Viassone, Francesca Serravalle and Michael Christofi
The purpose of this paper is twofold: first, to investigate the effects of the digitalization process on the demand and supply side in the sports world through the advent of…
Abstract
Purpose
The purpose of this paper is twofold: first, to investigate the effects of the digitalization process on the demand and supply side in the sports world through the advent of mobile apps and online services, such as YouTube, which provide free (or almost) real fitness courses; and second, to investigate how technological innovation is managed in the sports sector.
Design/methodology/approach
Drawing on a survey research approach, this study collected 150 questionnaires from consumers in the North of Italy.
Findings
Based on a descriptive analysis of the data, the findings show that the digital channel becomes significant at an exponential rate and takes on a leading role in today’s era, especially among young people. However, the results also show that the traditional channel of use of the sports service (gyms/fitness centers) is privileged by consumers under the age of 35, even though there is a weak penetration of innovative tools offered by the innovation technology (mobile app and video tutorials on social networks such as YouTube) in the sports sector.
Practical implications
The study provides an exhaustive overview of academic literature on technology and innovation management, and provides the contact point between the physical and digital world in the sports sector, and adds a significant scholarly and practical value in the exercise at home perspective of consumers. This research also contributes to the discussion on the competitiveness between the two channels (physical and digital one) in the sports sector, thus giving rise to further research concerning the offer of the type of sports service.
Originality/value
This study is among the few that connect the technological advancements and management within the sports industry and provides the ground and theoretical basis for the scholar community to further build on.
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Salma Habachi, Jorge Matute and Ramon Palau-Saumell
This study aims to examine the impact of the gameful experience on behavioural outcomes. Drawing from stimulus–organism–response theory, it proposes and tests a new model that…
Abstract
Purpose
This study aims to examine the impact of the gameful experience on behavioural outcomes. Drawing from stimulus–organism–response theory, it proposes and tests a new model that investigates the relationship between the gameful experience, brand loyalty and intention to use gamified branded applications in the sports context. In addition, it explores the mediating role of customer–brand engagement (CBE) and the moderating role of self-image congruity (SIC).
Design/methodology/approach
A sample of 436 active users of sport-related branded gamified applications was used to test the model. Data was collected from online sports forums, brands’ Facebook communities and during sporting events.
Findings
Results indicate that the gameful experience positively and directly impacts behavioural intentions but does not directly influence brand loyalty. This relationship becomes partially significant when mediated by CBE. In addition, results show that users with high levels of SIC are more likely to continue using the gamified application, whereas users with low levels are more likely to engage with the brand.
Originality/value
This study expands the gamification literature in the sports sector by revealing the importance of the gameful experience in driving loyalty, behavioural intentions and CBE. It proposes a new model that sheds light on the emotional aspect of the interaction between a user and a gamified system and the importance of exploring the effects of moderators, such as SIC, in these relationships.
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Li Keng Cheng, Hsien-Long Huang and Ching-Chi Lai
The number of people using running apps has increased. Accordingly, a growing number of sports brands are launching running apps in hopes of improving their connection with…
Abstract
Purpose
The number of people using running apps has increased. Accordingly, a growing number of sports brands are launching running apps in hopes of improving their connection with consumers and thereby enhancing consumers' brand preference and purchase intention. This study adopted an integrated perspective to explore the effects of perceived usefulness, perceived ease of use and self-expression on consumers' continued use of running apps.
Design/methodology/approach
Convenience sampling was conducted among consumers in Taiwan (n = 251). Structural equation modeling using AMOS 21 was performed to analyze the data.
Findings
The study results revealed that (1) users' perceived usefulness, perceived ease of use and self-expression significantly positively affected continuance intention, and (2) continuance intention was significantly positively correlated with word-of-mouth (WOM) and brand intimacy. Furthermore, the study confirmed the moderating effect of consumers' relationship norms on the correlation between continuance intention and WOM and brand intimacy.
Originality/value
Amid the increasing emphasis on self-expression, almost all running apps endeavor to enable users to share their achievements, such as accumulated mileage and routes. However, research has rarely focused on whether these features influence consumers' continued use of running apps and whether these influences in turn affect consumers’ attitudes toward a brand. Therefore, this study explored the effect of self-expression on the continued use of running apps.
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Thilo Kunkel, Ted Hayduk and Daniel Lock
There is clear benefit in designing and sending notifications to users that persuade them to interact with an app and marketer goals. The purpose of this study is to examine how…
Abstract
Purpose
There is clear benefit in designing and sending notifications to users that persuade them to interact with an app and marketer goals. The purpose of this study is to examine how different motivational affordances in notifications affects subsequent app use.
Design/methodology/approach
The authors designed three studies to address the purpose: (1) an online experiment to test how individuals perceived notifications, which contained social affordances, progression-based affordances, and a combination of social and progression affordances; (2) a survey to gain a deeper understanding of why certain notification characteristics were effective and to unearth factors that jointly affected notification effectiveness; and (3) an in-app field experiment to test if the findings from studies 1 and 2 held up in a “real world” setting.
Findings
The analysis revealed that progression incentives yielded the greatest increases in user behavior. Neither a social incentive, nor a combination of social and progression affordances was more effective than one progression affordance. This effect was heightened by consumers’ involvement with the focal brand.
Research limitations/implications
The contribution extends knowledge about the use of motivational affordances to gamify push notifications in high-involvement contexts. This implies that greater attention should be paid to how the: length of push notifications, affordances communicated and degree of consumers’ relationship with a focal brand (i.e. involvement) impact notification effectiveness. These findings set out new avenues to investigate the uses of gamification and services marketing in future research.
Practical implications
The authors provide marketers with insights into the most effective ways to gamify, structure and time the delivery of notifications. In high-involvement contexts where consumers decide whether to act on a gamified marketing affordance quickly, it pays to use push notifications that feature visible, immediate and tangible rewards. Understanding consumers’ involvement with the brand allows marketers to turn notifications from a potential annoyance into a viable conduit for engagement.
Originality/value
This research extends knowledge on gamification to the domain of push notifications. In doing so, the authors have demonstrated the communicated affordances and wording of the push notifications organizations send affect user behavior. The authors further expand knowledge of the role of consumer involvement on push notification effectiveness while controlling for app usage patterns.
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With the increasing mobile activity of the Generation Z market (born after 1994), marketers’ interest in this social group is rising. This research paper aims to uncover the…
Abstract
Purpose
With the increasing mobile activity of the Generation Z market (born after 1994), marketers’ interest in this social group is rising. This research paper aims to uncover the relatively unknown attitudes and behaviour of the youth market in an emerging market, South Africa, towards branded mobile applications (apps). Previous studies on mobile marketing have focused on Generation X and Generation Y and generally with a quantitative focus.
Design/methodology/approach
This study is based on the theoretical framework of the unified theory of acceptance and use of technology model 2. The study used a qualitative framework with stratified focus groups, aged between 18 and 21 years old at a private tertiary institution in South Africa.
Findings
The findings indicate that these South African Gen Z participants mainly used WhatsApp, Instagram, Facebook, Uber and Snapchat. The participants had more positive than negative attitudes towards mobile apps. The findings also showed that privacy was a major concern for the participant’s attitudes and behaviour towards mobile apps. The findings supported the UTAUT2 model, but also discovered new themes. As a recommendation, the issue of privacy and its effect on mobile app adoption is a factor to be researched in the future. The research also provides recommendations for marketers and app developers.
Research limitations/implications
This study was of a qualitative nature, and thus, the sample size was smaller than that of a quantitative study. Future research could add to this study by increasing the sample size and adding a quantitative method such as surveys.
Practical implications
Marketers of mobile apps targeted towards the Gen Z market should aim to be convenient for their users, as well as be entertaining, functional, time-efficient while avoiding excessive in-app adverts, being honest upfront about their pricing strategy, incorporate an element of connectivity into the app and respect their privacy. This paper also provides practical recommendations for mobile app developers (targeted towards Gen Z users) including minimising notifications and updates within the app, developing a mobile app that requires less usage of data (due to the high expense of data in South Africa for the price-conscious Gen Z market) as well as less usage of memory space on the phone and incorporating universal symbols within the mobile app.
Originality/value
This study supported the UTAUT2 model effects of performance and effort expectancy, social influence, facilitating conditions, hedonic motivation, price value and habit on the behavioural intention of users towards a new technology, i.e. GenZ students’ attitudes and behaviour towards branded mobile apps in South Africa. However, an additional condition was discovered in this study, i.e. privacy and its impact on the attitudes and behaviour of GenZ mobile app users. Therefore, this study extends the UTAUT2 model framework. Furthermore, this study uses a qualitative design, which has not been used in previous studies, with a focus on the under-researched Gen Z market, and in particular in an emerging market, such as South Africa.
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People spend more than 90% of their smartphone usage time on mobile applications (apps). Companies have capitalized on this opportunity to develop various types of branded apps…
Abstract
Purpose
People spend more than 90% of their smartphone usage time on mobile applications (apps). Companies have capitalized on this opportunity to develop various types of branded apps. However, due to fierce competition in the app market, most branded apps have a low retention rate. Drawing on the theory of psychological ownership, this study aims to investigate drivers of what we call “strong” indicators of branded app outcomes or, namely, indicators of app engagement that reveal a higher level of consumer brand commitment.
Design/methodology/approach
Two studies were conducted using online and offline surveys. Partial least squares structural equation modelling was used for data analysis.
Findings
The results of the two studies confirm the research hypothesis. When utility-related antecedents (perceived usefulness and ease of use) are controlled for, self-brand congruity and investment size facilitate psychological ownership towards a branded app, which, in turn, generates feedback intention and brand evangelism.
Originality/value
Unlike the utilitarian perspective on user engagement with branded apps, the current research contributes to the literature by proposing a self-concept perspective that can drive strong indicators of branded app marketing outcomes. Two strategies through which practitioners can facilitate these indicators and create a competitive advantage for their companies are proposed.
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