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Investigation of persuasive system design predictors of competitive behavior in fitness application: A mixed-method approach

机译:健身应用中竞争行为的有说服力系统设计预测因子的调查:一种混合方法方法

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Fitness applications aimed at behavior change are becoming increasingly popular due to the global prevalence of sedentary lifestyles and physical inactivity, causing countless non-communicable diseases. Competition is one of the most common persuasive strategies employed in such applications to motivate users to engage in physical activity in a social context. However, there is limited research on the persuasive system design predictors of users’ susceptibility to competition as a persuasive strategy for motivating behavior change in a social context. To bridge this gap, we designed storyboards illustrating four of the commonly employed persuasive strategies (reward, social learning, social comparison, and competition) in fitness applications and asked potential users to evaluate their perceived persuasiveness. The result of our path analysis showed that, overall, users’ susceptibilities to social comparison (βT?=?0.48, p?
机译:由于久坐了生活方式的全球流行和物理不活跃,旨在越来越受欢迎的健身应用越来越受欢迎,导致无数的非传染性疾病。竞争是在这些申请中雇用的最常见的有说服力战略之一,以激励用户在社会背景下从事体力活动。然而,对用户对竞争竞争的敏感性的有利系统设计预测因子有限的研究,作为激励社会环境中的行为变化的有说服力策略。为了弥合这一差距,我们设计了一个故事板,说明了健身应用中的四个常用的说服策略(奖励,社会学习,社会比较和竞争),并要求潜在用户评估他们的感知有说服力。我们的路径分析结果表明,总体而言,用户对社会比较的敏感性(βt?=?0.48,p?

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