增益-损失框架信息对虚拟现实干预健身运动的影响

IF 2.1 Q2 INFORMATION SCIENCE & LIBRARY SCIENCE Information Discovery and Delivery Pub Date : 2021-12-14 DOI:10.1108/idd-04-2021-0051
R. Yadav, Mohit Yadav, A. Mittal
{"title":"增益-损失框架信息对虚拟现实干预健身运动的影响","authors":"R. Yadav, Mohit Yadav, A. Mittal","doi":"10.1108/idd-04-2021-0051","DOIUrl":null,"url":null,"abstract":"\nPurpose\nTechnology for fitness provides users with numerous features that aid the achievement of intended fitness/health goals such as checking consumption habits and adherence to exercise. Based upon the concepts of self-efficacy and prospect theories, this study aims to inspect the influence of messages frame on behavioral usage of virtual reality (VR) technology intervened fitness exercise.\n\n\nDesign/methodology/approach\nBy usage of a laboratory-based experiment commissioning certain fitness exercises, this study is conducted on 150 respondents. An assessment is conducted on the efficiency of gain appeal mechanism (exercise performance feedback) toward the usage of VR intervened fitness exercise and measured surge in exercise self-efficacy (ESE), playfulness (PL) and outcome expectations.\n\n\nFindings\nThe results show that gain-appealed/framed messages prove advantageous over loss-appealed/framed in performing VR intervened exercises. A bootstrapped (method) mediation analysis confirms higher positive effects of gain-framed messages upon intentions to use VR intervened fitness exercise. VR intervened fitness exercise was strongly and positively mediated by ESE, PL and outcome expectations.\n\n\nPractical implications\nThis study is of help to researchers and marketers trying to understand the role played by gain- and loss-framed messages on VR technology enabled fitness exercises.\n\n\nOriginality/value\nThis study helps VR and fitness technology developers and marketers understand the effectiveness of persuasive performance messages toward VR fitness exercise technology adoption amalgamating message intervention with better technology usage.\n","PeriodicalId":43488,"journal":{"name":"Information Discovery and Delivery","volume":" ","pages":""},"PeriodicalIF":2.1000,"publicationDate":"2021-12-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"Effects of gain-loss-framed messages on virtual reality intervened fitness exercise\",\"authors\":\"R. Yadav, Mohit Yadav, A. Mittal\",\"doi\":\"10.1108/idd-04-2021-0051\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"\\nPurpose\\nTechnology for fitness provides users with numerous features that aid the achievement of intended fitness/health goals such as checking consumption habits and adherence to exercise. Based upon the concepts of self-efficacy and prospect theories, this study aims to inspect the influence of messages frame on behavioral usage of virtual reality (VR) technology intervened fitness exercise.\\n\\n\\nDesign/methodology/approach\\nBy usage of a laboratory-based experiment commissioning certain fitness exercises, this study is conducted on 150 respondents. An assessment is conducted on the efficiency of gain appeal mechanism (exercise performance feedback) toward the usage of VR intervened fitness exercise and measured surge in exercise self-efficacy (ESE), playfulness (PL) and outcome expectations.\\n\\n\\nFindings\\nThe results show that gain-appealed/framed messages prove advantageous over loss-appealed/framed in performing VR intervened exercises. A bootstrapped (method) mediation analysis confirms higher positive effects of gain-framed messages upon intentions to use VR intervened fitness exercise. VR intervened fitness exercise was strongly and positively mediated by ESE, PL and outcome expectations.\\n\\n\\nPractical implications\\nThis study is of help to researchers and marketers trying to understand the role played by gain- and loss-framed messages on VR technology enabled fitness exercises.\\n\\n\\nOriginality/value\\nThis study helps VR and fitness technology developers and marketers understand the effectiveness of persuasive performance messages toward VR fitness exercise technology adoption amalgamating message intervention with better technology usage.\\n\",\"PeriodicalId\":43488,\"journal\":{\"name\":\"Information Discovery and Delivery\",\"volume\":\" \",\"pages\":\"\"},\"PeriodicalIF\":2.1000,\"publicationDate\":\"2021-12-14\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Information Discovery and Delivery\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1108/idd-04-2021-0051\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"INFORMATION SCIENCE & LIBRARY SCIENCE\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Information Discovery and Delivery","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/idd-04-2021-0051","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"INFORMATION SCIENCE & LIBRARY SCIENCE","Score":null,"Total":0}
引用次数: 1

摘要

健身技术为用户提供了许多功能,有助于实现预期的健身/健康目标,如检查消费习惯和坚持锻炼。基于自我效能感和前景理论,本研究旨在考察信息框架对虚拟现实技术干预健身运动行为使用的影响。设计/方法/方法通过使用实验室实验委托进行某些健身锻炼,这项研究对150名受访者进行。对获得吸引力机制(运动表现反馈)对VR干预健身运动的使用效率进行了评估,并测量了运动自我效能感(ESE)、游戏性(PL)和结果预期的激增。结果表明,在进行VR干预练习时,增益申诉/框定消息比损失申诉/框动消息更有利。自举(方法)中介分析证实,增益框信息对使用VR干预健身锻炼的意图有更高的积极影响。VR干预的健身运动受到ESE、PL和结果预期的强烈而积极的介导。实际含义这项研究有助于研究人员和营销人员理解收益和损失框架信息在虚拟现实技术健身运动中所起的作用。独创性/价值这项研究有助于VR和健身技术开发人员和营销人员了解说服性绩效信息对VR健身锻炼技术采用的有效性,将信息干预与更好的技术使用相结合。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Effects of gain-loss-framed messages on virtual reality intervened fitness exercise
Purpose Technology for fitness provides users with numerous features that aid the achievement of intended fitness/health goals such as checking consumption habits and adherence to exercise. Based upon the concepts of self-efficacy and prospect theories, this study aims to inspect the influence of messages frame on behavioral usage of virtual reality (VR) technology intervened fitness exercise. Design/methodology/approach By usage of a laboratory-based experiment commissioning certain fitness exercises, this study is conducted on 150 respondents. An assessment is conducted on the efficiency of gain appeal mechanism (exercise performance feedback) toward the usage of VR intervened fitness exercise and measured surge in exercise self-efficacy (ESE), playfulness (PL) and outcome expectations. Findings The results show that gain-appealed/framed messages prove advantageous over loss-appealed/framed in performing VR intervened exercises. A bootstrapped (method) mediation analysis confirms higher positive effects of gain-framed messages upon intentions to use VR intervened fitness exercise. VR intervened fitness exercise was strongly and positively mediated by ESE, PL and outcome expectations. Practical implications This study is of help to researchers and marketers trying to understand the role played by gain- and loss-framed messages on VR technology enabled fitness exercises. Originality/value This study helps VR and fitness technology developers and marketers understand the effectiveness of persuasive performance messages toward VR fitness exercise technology adoption amalgamating message intervention with better technology usage.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
Information Discovery and Delivery
Information Discovery and Delivery INFORMATION SCIENCE & LIBRARY SCIENCE-
CiteScore
5.40
自引率
4.80%
发文量
21
期刊介绍: Information Discovery and Delivery covers information discovery and access for digital information researchers. This includes educators, knowledge professionals in education and cultural organisations, knowledge managers in media, health care and government, as well as librarians. The journal publishes research and practice which explores the digital information supply chain ie transport, flows, tracking, exchange and sharing, including within and between libraries. It is also interested in digital information capture, packaging and storage by ‘collectors’ of all kinds. Information is widely defined, including but not limited to: Records, Documents, Learning objects, Visual and sound files, Data and metadata and , User-generated content.
期刊最新文献
Visualizing the evolution of touchscreen research by scientometric analysis Analyzing user sentiments toward selected content management software: a sentiment analysis of viewer’s comments on YouTube Usability testing of a website through different devices: a task-based approach in a public university setting in Bangladesh Exploring Information Systems (IS) curricula: a semantic analysis approach Examines the value of cloud computing adoption as a proxy for IT flexibility and effectiveness
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1