2022
DOI: 10.1108/ijsms-03-2021-0060
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An acceptance model for sports technologies: the effects of sports motivation, sports type and context-aware characteristics

Abstract: Purpose This study explores the drivers behind sports technology use and identifies the need for a new conceptualization of sports technology adoption. To address this issue, the authors create a new construct, “context-awareness,” with four dimensions: tracking, coaching, sharing and gamification.Design/methodology/approach The paper uses a mixed-method approach, including in-depth interviews and partial least squares structural equation modeling. The proposed model combines technology acceptance frameworks w… Show more

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Cited by 9 publications
(10 citation statements)
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References 63 publications
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“…Raman and Aashish (2022) employ a TRAM-based study to determine the intent to use wearable devices for gym users; PU/PEOU are positively influenced by innovativeness and optimism, while negatively influenced by insecurities such as distrust and privacy. Oc and Toker (2022) study a multitude of fitness devices, revealing that effort expectancy is the most important determinant of intent to use sports technology; they also find that sports type (dynamic or nondynamic) affects technology use. Mason (2006) examines the existing social pressures that affect the incorporation of fitness wearables in hockey, also suggesting that sabermetrics can serve as a supervening necessity to gain better information about players so that it can be used by media, coaches and evaluators.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Raman and Aashish (2022) employ a TRAM-based study to determine the intent to use wearable devices for gym users; PU/PEOU are positively influenced by innovativeness and optimism, while negatively influenced by insecurities such as distrust and privacy. Oc and Toker (2022) study a multitude of fitness devices, revealing that effort expectancy is the most important determinant of intent to use sports technology; they also find that sports type (dynamic or nondynamic) affects technology use. Mason (2006) examines the existing social pressures that affect the incorporation of fitness wearables in hockey, also suggesting that sabermetrics can serve as a supervening necessity to gain better information about players so that it can be used by media, coaches and evaluators.…”
Section: Literature Reviewmentioning
confidence: 99%
“…Future gamification research can also explore the influence of cultural factors [11], [64], [69]- [71] and financial background [72] on gamification adoption. Additionally, investigating constructs such as trust, information asymmetry, perceived risk, and personal innovation holds promise for enhancing understanding of gamification effects [72].…”
Section: Characteristicsmentioning
confidence: 99%
“…Live streaming services, in-depth data analytics for performance analytics and interactive platforms enable fans with diverse cultural backgrounds to build relationships with their favorite teams and players. This will enhance fans' sense of belonging and solidarity across cultural barriers [3].…”
Section: The Cultural Impact Of Technological Innovation In Sportsmentioning
confidence: 99%