تأثیر عناصر گیمیفیکیشن و تعامل اجتماعی در اپلیکیشن‌های ورزشی بر ارتقاء فعالیت بدنی کاربران ایرانی؛ کاربرد مدل رفتار هدفمند

نوع مقاله : مقاله پژوهشی

نویسندگان

1 دانشجوی دکتری، گروه مدیریت ورزشی، دانشکده تربیت بدنی و علوم ورزشی، دانشگاه علامه طباطبایی، تهران، ایران.

2 استادیار، گروه مدیریت ورزشی، گروه مدیریت ورزشی و رسانه، دانشکده علوم ورزشی و تندرستی، دانشگاه شهید بهشتی، تهران، ایران.

10.30473/jsm.2024.72118.1900

چکیده

در این پژوهش محققان دستاوردها و تعامل اجتماعی که هر دو از عناصر اصلی اپلیکیشن گیمیفای‌شده استراوا بودند را با تأکید بر تئوری رفتار هدفمند بررسی کردند. لذا هدف تحقیق، تأثیر عناصر گیمیفیکیشن و تعامل اجتماعی بر ارتقای فعالیت بدنی کاربران ایرانی بود. پژوهش حاضر از حیث ماهیت از دسته پژوهش‌های توصیفی از نوع همبستگی بود. جامعه، کاربران اپلیکیشن گیمیفای شده استراوا بودند که حداقل یک سال سابقه آشنایی با اپلیکیشن استراوا را داشتند و بصورت فعال از این اپلیکیشن برای رهگیری میزان فعالیت بدنی خود در طول روز بهره می‌گرفتند. ابزار اندازه‌گیری شامل پرسش‌نامه تئوری رفتار هدفمند، تعامل اجتماعی و دستاوردهای گیمیفیکیشنی بود. جهت تجزیه و تحلیل داده‌ها و سنجش اثر‌بخشی مستقیم و غیرمستقیم متغیرها، از مدل‌سازی معادلات ساختاری در نرم افزار pls4 بهره گرفته شد. با توجه به یافته‌ها، هنجار ذهنی و هیجان پیش‌بینی شده بر میل رفتاری کاربران در ارتقاء فعالیت بدنی تأثیر مثبت و معناداری می‌گذارد. بنابراین، می‌توان نتیجه گرفت که نگرش به عنوان یک حس خوشایند در این مطالعه میل رفتاری کاربران را تقویت کرد. با این حال گیمیفیکیشن در فضای شبکه‌ای اطلاعات امروزی به عنوان یک کاتالیزور می‌تواند باعث شروع و تدام رفتار سالم میان جوامع ایرانی باشد. با ترکیب فضای مجازی و ردیابی فعالیت‌های جسمانی، کاربران اپلیکشین استراوا توانستند در فضای چالشی و رقابتی علاوه بر نشان دادن توانایی‌های خود مشوق خوبی برای دیگر کاربران باشند و نتایج روزانه خود را در اکانت خود منتشر کنند.

کلیدواژه‌ها

موضوعات


عنوان مقاله [English]

The effect of gamification elements and social interaction in sports applications on improving users' physical activity; Application of the goal-directed behavior model

نویسندگان [English]

  • Rezgar Pourmarouf 1
  • Ali Afrouzeh 2
1 Ph.D Student, , Department of Sport Management, Faculty of Physical Education and Sport Sciences, Allameh Tabataba'i University, Tehran, Iran.
2 Assistant Professor , Department of Sport Management, Department of Sport and Media Management, Faculty of Sport Sciences and Health, Shahid Beheshti University, Tehran, Iran.
چکیده [English]

In this research, the researchers investigated achievements and social interaction, both of which were the main elements of the Strava gamified application, emphasizing the theory of purposeful behavior. Therefore, the aim of the research was the effect of gamification elements and social interaction on the promotion of physical activity of Iranian users. In terms of nature, the current research was a descriptive research of the correlation type. The community was users of the gamified Strava application who had at least one year of familiarity with the Strava application and actively used this application to track their physical activity during the day. The measurement tool included the questionnaire of theory of purposeful behavior, social interaction and gamification achievements. In order to analyze the data and measure the direct and indirect effectiveness of variables, structural equation modeling was used in pls4 software. According to the findings, the mental norm and predicted excitement have a positive and significant effect on the behavioral desire of users in promoting physical activity. Therefore, it can be concluded that the attitude as a pleasant feeling in this study strengthened the behavioral desire of the users. However, gamification in today's information network space as a catalyst can cause the start and continuation of healthy behavior among Iranian societies. By combining virtual space and physical activity tracking, Strava application users were able to show their abilities in a challenging and competitive environment and be a good incentive for other users and publish their daily results in their account.

کلیدواژه‌ها [English]

  • Gamification
  • social interaction
  • targeted behavior model
  • Strava application
  • promotion of physical activity
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