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Exploring the Adoption of Sports Brand Apps: An Application of the Modified Technology Acceptance Model

Research output: Chapter in Book/Report/Conference proceeding › Chapter › peer-review

1 Citation (Scopus)

Abstract

The purpose of this article was to apply the modified technology acceptance model (TAM) to examine factors influencing consumers’ intention and actual behavior in using sports brand apps. Convenience sampling was conducted for Korean consumers (N = 261) of sports brand apps. Data were analyzed by partial least squares structural equation modeling (PLS-SEM) using SmartPLS 3.0. The results found that the level of enjoyment had a significantly positive effect on the perceived ease of use, while perceived ease of use also positively affected perceived usefulness. Behavioral intention to use sports brand apps was most significantly influenced by perceived enjoyment, followed by perceived usefulness, and then perceived ease of use. Moreover, behavioral intention positively affected actual behavior. In addition, a multi-group analysis carried out found differences between three age groups (20s, 30s, and 40+) regarding the use of sports brand apps. The findings provide a better understanding of consumer behavior when using sports brand apps.

Original languageEnglish
Title of host publicationResearch Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports
Pages75-91
Number of pages17
ISBN (Electronic)9781799877523
DOIs
Publication statusPublished - 1 Jan 2020
Externally publishedYes

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 12 - Responsible Consumption and Production
    SDG 12 Responsible Consumption and Production

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