کاربرد مدل پذیرش فنآوری در استفاده از اپلیکیشنهای تیمهای ورزشی
مطالعات مدیریت ورزشی
مقاله 8 ، دوره 14، شماره 72 ، خرداد و تیر 1401، صفحه 239-266 اصل مقاله (628.4 K )
نوع مقاله: مقاله پژوهشی
شناسه دیجیتال (DOI): 10.22089/smrj.2019.7556.2612
نویسندگان
سردار محمدی* ؛ کاوه قیسوندی
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
نوآوری مشتری ؛ مدل پذیرش فنآوری ؛ تئوری انتشار نوآوری ؛ اپلیکیشنهای تیمهای ورزشی
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