DOI: 10.5176/2301-3710_JMComm16.52

Authors: Jeong-Min Park, Sang-Min Park, Ghee-Young Noh

Abstract: The study was intended to verify how the elements and levels of the interactivity in a mobile fitness application environment influence user experience and fitness effect. In order to analyze user experience and fitness effect by the interaction of the fitness application, the experiments were performed against an interactive fitness application and a general fitness application and a total number of 100 participants including 50 men and 50 women in their 20’s were selected as subjects for the play-testing. Participants did exercise using fitness applications with different levels of the interactivity and then they were measured for user experience such as cognitive presence, extended self and psychological attachment, and exercise effect such as exercise self-efficacy, exercise flow and exercise attitude. Analysis of covariance (ANCOVA) was performed against data collected from experiment in two different environments and the result indicated that participants showed higher levels of user experience in cognitive presence, extended self and psychological attachment and there were also significant differences in exercise self-efficacy, exercise flow and exercise attitude, thus demonstrating exercise effect of the interactive fitness application. The study verified the impact of the interactivity of the fitness application on user experience and exercise effect by means of experimental study with a meaning in that the analysis result of the study suggests theoretical and practical implications for designs and opportunities of a mobile application to improve health and prevent obesity.

Keywords:Fitness App, Interactivity, Exercise attitude, ANCOVA


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