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

Exploring the Adoption of Sports Brand Apps: An Application of the Modified Technology Acceptance Model
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Author(s): Hyun Byun (Yonsei University, Seoul, South Korea), Weisheng Chiu (Keimyung University, Daegu, South Korea) and Jung-sup Bae (Yonsei University, Seoul, South Korea)
Copyright: 2021
Pages: 17
Source title: Research Anthology on Business Strategies, Health Factors, and Ethical Implications in Sports and eSports
Source Author(s)/Editor(s): Information Resources Management Association (USA)
DOI: 10.4018/978-1-7998-7707-3.ch004

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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.

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