This study explored how the gratifications obtained from the use of diet and fitness apps may motivate users to continue their use of these apps. The effects of seven gratifications obtained were analyzed through hierarchical regression analyses. Results showed that the five gratifications of recordability, networkability, credibility, comprehensibility, and trendiness significantly predicted user intention to continue using diet/fitness apps; the hypothesized gratifications of accuracy and entertainment were not significant predictors. These findings contribute to broadening our theoretical and practical knowledge of new digital, mobile media phenomena by identifying use motivations specific to diet/fitness apps. Based on the findings, recommendations for researchers, practitioners, and developers are provided.
This study's consideration of the relationships between existing media and health apps may guide health practitioners in their strategic approaches to improve the well-being of college students.
The purpose of this study was to confirm the psychological effect of soccer, which uses psychological factors, game immersion, and performance. Questionnaire was conducted on soccer players to verify the hypothesis of the study. The results revealed by the research results are as follows. First, the psychological factors of soccer players partially had a significant effect on game immersion. Second, soccer players' game immersion had a partially significant effect on their performance. Third, the psychological factors of soccer players had a partially significant effect on performance. In conclusion, the finding of this study was that customized guidance management according to psychological factors was required and personal characteristics should be applied for immersion in a game. And trust and support was needed so that player can focus on the game.
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