نوع مقاله : مقاله پژوهشی
نویسندگان
دانشگاه کردستان
چکیده
تلفنهای هوشمند به کاربران این امکان را میدهد برنامه های زیاد و متنوعی را روی آنها نصب کنند و براساس نیاز از آنها استفاده کنند. تیمهای ورزشی به سرعت فنآوری اپلیکیشنهای ورزشی را پذیرفتهاند و آنرا برای ارائه به هواداران تیمهای خود آماده کردهاند. لذا هدف از این تحقیق کاربرد مدل پذیرش فنآوری در استفاده از اپلیکیشنهای تیمهای ورزشی است. جامعه آماری تحقیق تمامی دانشجویان تربیت بدنی مقاطع مختلف تحصیلی دانشگاه کردستان بود(N=n=320). از پرسشنامههای استاندارد(نوآوری مشتری، آسانی درک شده، مفیدی درک شده، لذت درک شده، اعتماد درک شده، تصمیم به استفاده و استفاده از اپلیکیشنهای ورزشی) با تعداد 27 سوال در مقیاس 5ارزشی لیکرت استفاده شد. برای بررسی روایی صوریی(نظرات متخصصین)، روایی محتوایی مدل لاشه (85/0) و پایایی آلفای کرونباخ استفاده شد. برای تحلیل دادهها از مدل معادلات ساختاری استفاده شد. یافته ها نشان دادند نوآوری روی باورها(آسانی درک شده 31/0، مفیدی درک شده 88/0، لذت درک شده 95/0، اعتماد درک شده 89/0) اثر مستقیم دارد. همچنین آسانی درک شده، مفیدی درک شده، لذت و اعتماد به ترتیب 21/ 57، 12/0 و 32/0روی تصمیم به استفاده اپلیکیشنهای تیمهای ورزشی اثر مستقیم دارند. تصمیم به استفاده(41/0) روی استفاده از اپلیکیشنهای تیم های ورزشی نیز اثر مستقیم دارد. به طورکلی، میتوان گفت نوآوری مشتری مهمترین تاثیر در استفاده واقعی کاربران از اپلیکیشنهای تیمهای ورزشی دارد. بنابراین بهتر است مدیران اپلیکیشنهای ورزشی با افزایش نوآوری زمینه استفاده واقعی از این اپلیکیشنهای ورزشی را فراهم نمایند.
کلیدواژهها
موضوعات
عنوان مقاله [English]
Applying Technology Acceptance Model in Using Sports Team Applications
نویسندگان [English]
- sardar mohammadi
- Kaveh ghysvandi
university of kurdistan
چکیده [English]
Smartphones allow users to install many applications and use them as needed. The sports teams quickly adopted the technology of sports apps and prepared it to give fans of their teams. Therefore, the purpose of this research is to use the technology acceptance model in using sports team applications. The statistical population of the study was all physical education students of different levels of Kurdistan University (N=n=320). The standard questionnaire (consumer innovativeness, eas of use, perceived usefulness, perceived enjoenment, perceived trust, intention to use and sport team apps use) was used with a total of 27 questions in a 5-point Likert scale. For evaluating the formal validity (experts' opinions), content validity of the carcass model (0.85) and reliability of Cronbach's alpha, were used. The structural equation model was used to analyze the data. The findings show that the beliefs (easy to use 0.31, perceived usefulness 0.88, perceived enjoenment 0.95, perceived trust 0.89) have direct effect. Also easy to use, perceived usefulness, perceived enjoinment and trust, respectively, 57.21, 0.12 and 0.32, have a direct impact on the decision to use sports team apps. In general, it can be said that invention custom has the most significant effect on the actual use of users of sports team apps. Therefore, it's best for sports app directors to use realistic sports apps.
کلیدواژهها [English]
- consumer innovativeness
- technology acceptance model
- innovation diffusion theory
- sport team application
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