对健身应用说服功能的敏感度:表演用户与非表演用户的差异

Kiemute Oyibo, I. Adaji, Julita Vassileva
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引用次数: 7

摘要

由于现代化和技术带来的久坐不动的生活方式,缺乏身体活动、肥胖和非传染性疾病的发病率在全球范围内呈上升趋势。研究表明,作为解决几乎成为全球流行病的不活动问题的一种手段,劝导技术具有光明的前景。然而,在体育活动领域,对用户的说服概况以及目前正在锻炼的用户(行为用户)和未来有锻炼意图的用户(非行为用户)之间的差异的研究有限。为了弥补这一差距,我们在两个个人主义国家的190名参与者中进行了一项研究,以确定两种用户类型的易感性特征及其差异。我们的研究基于故事板,说明了健身应用中常用的六个说服功能。我们的分析结果显示,这两种用户类型最容易受到目标设定/自我监控的影响,其次是奖励和竞争,最不容易受到合作、社会比较和社会学习的影响。特别是,表演用户比不表演的用户更容易受到社交学习的影响。总的来说,我们的研究结果表明,无论用户类型如何,个人主义文化的用户的个人特征比社交特征更有效。我们讨论了我们的研究结果对健身应用设计的影响。
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Susceptibility to Fitness App's Persuasive Features: Differences Between Acting and Non-Acting Users
The incidence of physical inactivity, obesity and non-communicable diseases is on the rise globally due to the sedentary lifestyles occasioned by modernity and technology. As a means of tackling the inactivity problem, which is almost becoming a global epidemic, research has shown that persuasive technology holds bright prospects. However, in the physical activity domain, there is limited research on users' persuasion profiles and the differences between users who are currently exercising (acting users) and those who have the intentions to exercise in the future (non-acting users). To bridge this gap, we conducted a study among 190 participants resident in two individualist countries to determine the susceptibility profile of both user types and their differences. We based our study on storyboards, illustrating six commonly employed persuasive features in fitness apps. The results of our analysis showed that both user types are most likely to be susceptible to Goal-Setting/Self-Monitoring, followed by Reward and Competition, and least likely to be susceptible to Cooperation, Social Comparison and Social Learning. In particular, acting users are more likely to be susceptible to Social Learning than non-acting us-ers. Overall, our findings suggest that, irrespective of user type, personal features will be more likely effective than social features among users from individualist cultures. We discuss the implications of our findings in the context of fitness apps design.
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