원문정보
초록
영어
In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.
목차
1. Introduction
2. Theoretical Background
2.1 Concept and Understanding of the Kano Model
2.2 Understanding of Fitness Applications
2.3 Understanding Gamification Concepts
3. Survey design
3.1 Evaluation Methods for Fitness Apps Gamification
3.2 Evaluation Methods for Fitness Apps Gamification
4. Case Analysis
4.1 Analysis Results of the Kano Model of Sweatcoin APP
4.2 Analysis Results of the Kano Model of Home Workout APP
4.3 Analysis Results of the Kano Model of Six Pack30 Days APP
4.4 Analysis Results of the Kano Model of Fitness Coach & Diet APP
5. Results and Discussion
6. Conclusion and Recommendations
Reference
