Department of Medical Informatics, School of Public Health, Jilin University, Changchun, China.
Department of Obstetrics and Gynecology, Affiliated Hospital, Southwest Medical University, Luzhou, China.
J Med Internet Res. 2021 Aug 12;23(8):e24546. doi: 10.2196/24546.
Continued use of mHealth apps can achieve better effects in health management. Gamification is an important factor in promoting users' intention to continue using mHealth apps. Past research has rarely explored the factors underlying the continued use of mobile health (mHealth) apps and gamification's impact mechanism or path on continued use.
This study aimed to explore the factors influencing mHealth app users' intention to continue using mHealth apps and the impact mechanism and path of users' feelings induced by gamification on continued mHealth app use.
First, based on the expectation confirmation model of information system continuance, we built a theoretical model for continued use of mHealth apps based on users' feelings toward gamification. We used self-determination theory to analyze gamification's impact on user perceptions and set the resulting feelings (competence, autonomy, and relatedness) as constructs in the model. Second, we used the survey method to validate the research model, and we used partial least squares to analyze the data.
A total of 2988 responses were collected from mHealth app users, and 307 responses were included in the structural equation model after passing the acceptance criteria. The intrinsic motivation for using mHealth apps is significantly affected by autonomy (β=.312; P<.001), competence (β=.346; P<.001), and relatedness (β=.165; P=.004) induced by gamification. The intrinsic motivation for using mHealth apps has a significant impact on satisfaction (β=.311, P<.001) and continuance intention (β=.142; P=.045); furthermore, satisfaction impacts continuance intention significantly (β=.415; P<.001). Confirmation has a significant impact on perceived usefulness (β=.859; P<.001) and satisfaction (β=.391; P<.001), and perceived usefulness has a significant impact on satisfaction (β=.269; P<.001) and continuance intention (β=.273; P=.001). The mediating effect analysis showed that in the impact path of the intrinsic motivation for using the mHealth apps on continuance intention, satisfaction plays a partial mediating role (β=.129; P<.001), with a variance accounted for of 0.466.
This study explored the impact path of users' feelings induced by gamification on the intention of continued mHealth app use. We confirmed that perceived usefulness, confirmation, and satisfaction in the classical continued use theory for nonmedical information systems positively affect continuance intention. We also found that the path and mechanism of users' feelings regarding autonomy, competence, and relatedness generated during interactions with different gamification elements promote the continued use of mHealth apps.
移动健康(mHealth)应用的持续使用可以在健康管理中达到更好的效果。游戏化是促进用户继续使用 mHealth 应用程序的意图的重要因素。过去的研究很少探讨移动健康(mHealth)应用程序持续使用的影响因素以及游戏化对持续使用的影响机制或路径。
本研究旨在探讨影响 mHealth 应用程序用户继续使用 mHealth 应用程序的意图的因素,以及游戏化对用户产生的继续使用 mHealth 应用程序的感觉的影响机制和路径。
首先,根据信息系统持续使用的期望确认模型,我们基于用户对游戏化的感觉,建立了一个关于 mHealth 应用程序持续使用的理论模型。我们使用自我决定理论来分析游戏化对用户感知的影响,并将由此产生的感觉(能力、自主性和相关性)作为模型中的结构。其次,我们使用调查方法验证了研究模型,并使用偏最小二乘法对数据进行了分析。
共从 mHealth 应用程序用户中收集了 2988 份回复,经过接受标准后,有 307 份回复纳入结构方程模型。mHealth 应用程序的内在动机受到游戏化引起的自主性(β=.312;P<.001)、能力(β=.346;P<.001)和相关性(β=.165;P=.004)的显著影响。mHealth 应用程序的内在动机对满意度(β=.311,P<.001)和持续使用意图(β=.142;P=.045)有显著影响;此外,满意度对持续使用意图有显著影响(β=.415;P<.001)。确认对感知有用性(β=.859;P<.001)和满意度(β=.391;P<.001)有显著影响,感知有用性对满意度(β=.269;P<.001)和持续使用意图(β=.273;P=.001)有显著影响。中介效应分析表明,在 mHealth 应用程序使用的内在动机对持续使用意图的影响路径中,满意度起着部分中介作用(β=.129;P<.001),解释方差为 0.466。
本研究探讨了游戏化引起的用户感觉对继续使用 mHealth 应用程序意图的影响路径。我们证实了经典的非医疗信息系统持续使用理论中的感知有用性、确认和满意度对持续意图有积极影响。我们还发现,在与不同游戏化元素的交互过程中,用户对自主性、能力和相关性的感受的路径和机制促进了 mHealth 应用程序的持续使用。