| Literature DB >> 35965737 |
Juin-Ming Tsai1, Shiu-Wan Hung2, Guan-Ting Lin2.
Abstract
With the increasing maturity of mobile networks and big data technology, smart wearable devices (SWDs) are regarded as a new technology trend following smartphones. Especially during the COVID-19 pandemic, the increase in telework and the growing interest in self-health monitoring have greatly promoted the market growth of SWDs. This study aimed to investigate the factors affecting the continued use of SWDs. A cross-level analysis model that integrates technical characteristics, gamification theory, perceived value theory, and network externality was constructed. A hierarchical linear model was employed to evaluate the data and test it against the hypotheses. The empirical results showed that, at the individual level, gamification enhances users' value perceptions. Users pay more attention to rewards in gamification than to competition. Rewards were also found to effectively promote the users' value perception and increase the intention to continue using the device. At the group level, the effect of network externality significantly influences the intention to continue using SWDs. Moreover, SWDs are associated with the phenomenon by which consumers conspicuously display and highlight their own characteristics, and this attribute is also a crucial factor enticing consumers to continue using SWDs. Developers should therefore establish clear product positioning and strengthen interactivity as early as possible to build a loyal customer base.Entities:
Keywords: Gamification; Hierarchical linear modelling; Network externality; Perceived value; Self-health monitoring; Smart wearable devices
Year: 2022 PMID: 35965737 PMCID: PMC9362967 DOI: 10.1007/s12525-022-00575-7
Source DB: PubMed Journal: Electron Mark ISSN: 1019-6781
Fig. 1Research model
Operational definitions of variables
| Variables | Operational definition | References |
|---|---|---|
| Autonomy | Users perceive that their SWD can operate in an independent and goal-oriented manner | Rijsdijk and Hultink ( |
| Interactivity | The SWD can engage in two-way exchange with users and provide an instant response; users can also engage in exchanges with other users | Wu ( |
| Reward | The reward that users obtain when completing a specific task; it can be physical rewards or intrinsic motivation | Csikszentmihalyi ( |
| Competition | A group of at least two people competing for an advantage or victory | Liu et al. ( |
| Utilitarian value | The value that users perceive from using the function of a product | Voss et al. ( |
| Hedonic value | The emotional experience that users gain from using a product | |
| Bandwagon effect | A person that uses a product because other consumers are using it | Sun ( |
| Conspicuous effect | The consumption behavior that involves spending on products or services for the purpose of demonstrating wealth or income | Leibenstein ( |
| Intention to Continue | The subjective probability of a user continuing to use a wearable device | Hong et al. ( |
The statistics of the sampling distribution
| Type | Frequency | Percentage | Type | Frequency | Percentage | ||
|---|---|---|---|---|---|---|---|
| Gender | Male | 111 | 43.9 | Monthly income | Under 15000 | 87 | 34.4 |
| Female | 142 | 56.1 | 15001 to 50000 | 118 | 46.6 | ||
| Age | Under 20 | 28 | 11.1 | Over 50001 | 48 | 19.0 | |
| 21 ~ 30 | 123 | 48.6 | Education | Under High school | 7 | 2.8 | |
| 31 ~ 40 | 91 | 36.0 | |||||
| 41 ~ 55 | 11 | 4.3 | College | 160 | 63.2 | ||
| Occupation | Student | 70 | 27.7 | Master/Doctoral degree | 86 | 34.0 | |
| Tech & Manufacturing | 64 | 25.4 | |||||
| Service & Financial | 53 | 20.9 | Exercise per week | 0 ~ 1 day | 22 | 8.7 | |
| Civil servant | 29 | 11.5 | |||||
| Others | 37 | 14.6 | 2 ~ 4 days | 160 | 63.2 | ||
| Experience | Under 6 months | 78 | 30.8 | ||||
| 6 ~ 12 months | 47 | 18.6 | 5 ~ 7 days | 71 | 28.1 | ||
| Over 1 year | 128 | 50.6 | |||||
Reliability statistics
| Variables | Loading | variables | Loading |
|---|---|---|---|
| Autonomy (CR = 0.76 AVE = 0.51) | |||
| The smartwatch or smart bracelet can record my physiological parameters anytime and anywhere | 0.68 | The smartwatch or smart bracelet features measuring functions | 0.73 |
| The smartwatch or smart bracelet is very convenient to use and requires minimal settings or operation | 0.73 | 0.84 | |
| Interactivity (CR = 0.74 AVE = 0.50) | |||
| I can access my physiological data immediately on my smartwatch or smart bracelet | 0.68 | The smartwatch or smart bracelet is appealing to me | 0.72 |
| To more accurately measure my physiological parameters, the smartwatch or smart bracelet will ask me to enter my basic information (e.g., height and weight) | 0.70 | ||
| Reward (CR = 0.87 AVE = 0.63) | |||
| I can see my workout records by using the smartwatch or smart bracelet app, and this makes me feel more motivated | 0.74 | When my smartwatch or smart bracelet reminds me that I have surpassed my previous performance, this reminder is a form of reward and affirmation for me | 0.79 |
| Reaching more achievement goals (e.g., continue to exercise for 10 weeks) on the smartwatch or smart bracelet app is what motivates me to commit to exercising | 0.86 | The special badge given to me by the smartwatch or smart bracelet is a type of reward for my activity performance | 0.78 |
| Competition (CR = 0.90 AVE = 0.75) | |||
| Numerous users can compete with me through the apps (e.g., Nike run club) installed on the smartwatch or smart bracelet | 0.73 | I will use the apps (e.g., Nike run club) installed on the smartwatch or smart bracelet to compare my performance with that of others | 0.93 |
| The rankings shown on the apps (e.g., Nike run club) installed on the smartwatch or smart bracelet motivate me to work harder | 0.93 | ||
| Utilitarian values (CR = 0.77 AVE = 0.53) | |||
| The smartwatch or smart bracelet can more accurately record my workouts | 0.77 | I feel physically healthier after using the smartwatch or smart bracelet | 0.60 |
| The functions of the smartwatch or smart bracelet are useful | 0.79 | ||
| Hedonic values (CR = 0.85 AVE = 0.58) | |||
| Using the smartwatch or smart bracelet does not make me feel annoyed | 0.68 | Using the smartwatch or smart bracelet to assist with my workout makes me feel happier during my workout | 0.79 |
| Using the smartwatch or smart bracelet to support my workouts makes exercise more fun | 0.76 | I like the experience that the smartwatch or smart bracelet provides | 0.82 |
| Bandwagon effect (CR = 0.84 AVE = 0.63) | |||
| I will use the smartwatch or smart bracelet because it’s popular | 0.76 | I choose to use the smartwatch or smart bracelet because lots of people around me are already using it | 0.73 |
| I use the smartwatch or smart bracelet because it’s a technological trend | 0.89 | ||
| Conspicuous effect (CR = 0.78 AVE = 0.54) | |||
| Using a branded smartwatch or smart bracelet helps reflect my social status | 0.75 | If I have enough money, I would use higher-end smartwatches or smart bracelets | 0.78 |
| I want to own a smartwatch or smart bracelet that demonstrates my personal characteristics | 0.67 | ||
| Intention to continue (CR = 0.91 AVE = 0.77) | |||
| I would like to continue using a smartwatch or smart bracelet | 0.88 | I will use a smartwatch or smart bracelet more frequently in the future | 0.84 |
| I am willing to continue using smartwatch or smart bracelet in the future | 0.91 | ||
CR composite reliability; AVE average variance extracted
Measurements of discriminant validity
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
|---|---|---|---|---|---|---|---|---|---|
| 1 Autonomy | |||||||||
| 2 Interactivity | 0.67 | ||||||||
| 3 Reward | 0.47 | 0.48 | |||||||
| 4 Competition | 0.18 | 0.18 | 0.38 | ||||||
| 5 Utilitarian values | 0.61 | 0.70 | 0.61 | 0.30 | |||||
| 6 Hedonic values | 0.54 | 0.62 | 0.48 | 0.21 | 0.65 | ||||
| 7 Bandwagon effect | 0.14 | 0.13 | 0.16 | 0.44 | 0.21 | 0.15 | |||
| 8 Conspicuous effect | 0.09 | 0.16 | 0.12 | 0.30 | 0.16 | 0.22 | 0.60 | ||
| 9 Intention to continue | 0.59 | 0.63 | 0.45 | 0.16 | 0.67 | 0.70 | 0.20 | 0.23 |
Results of hypothesis test with hierarchical linear modeling
| Hypothesis in individual level | Random model coefficient | Result |
| H1a: Utilitarian value exerts a positive influence on intention to continue using SWDs | 0.390*** | Supported |
| H1b: Hedonic value exerts a positive influence on intention to continue using SWDs | 0.419*** | Supported |
| H2a: Rewards exert a positive influence on utilitarian value | 0.433*** | Supported |
| H2b: Rewards exert a positive influence on hedonic value | 0.348*** | Supported |
| H3a: Competition exerts a positive influence on utilitarian value | 0.058** | Supported |
| H3b: Competition exerts a positive influence on hedonic value | 0.048 | No Supported |
| H4a: Autonomy exerts a positive influence on rewards | 0.296** | Supported |
| H4b: Autonomy exerts a positive influence on competition | 0.261** | Supported |
| H5a: Interactivity exerts a positive influence on rewards | 0.413*** | Supported |
| H5b: Interactivity exerts a positive influence on competition | 0.163 | No Supported |
| Hypothesis in group level | Slope model coefficient | Result |
| H6: The bandwagon effect exerts a positive influence on the intention to continue using SWDs | -0.127 | No Supported |
| H7: The conspicuous effect exerts a positive influence on the intention to continue using SWDs | 0.476** | Supported |
*** = p < 0.001; ** = p < 0.01; * = p < 0.1