Applying Technology Acceptance Model in Using Sports Team Applications
Smartphones allow users to install many applications and use them as needed. The sports teams quickly adopted the technology of sports apps and prepared it to give fans of their teams. Therefore, the purpose of this research is to use the technology acceptance model in using sports team applications. The statistical population of the study was all physical education students of different levels of Kurdistan University (N=n=320). The standard questionnaire (consumer innovativeness, eas of use, perceived usefulness, perceived enjoenment, perceived trust, intention to use and sport team apps use) was used with a total of 27 questions in a 5-point Likert scale. For evaluating the formal validity (experts' opinions), content validity of the carcass model (0.85) and reliability of Cronbach's alpha, were used. The structural equation model was used to analyze the data. The findings show that the beliefs (easy to use 0.31, perceived usefulness 0.88, perceived enjoenment 0.95, perceived trust 0.89) have direct effect. Also easy to use, perceived usefulness, perceived enjoinment and trust, respectively, 57.21, 0.12 and 0.32, have a direct impact on the decision to use sports team apps. In general, it can be said that invention custom has the most significant effect on the actual use of users of sports team apps. Therefore, it's best for sports app directors to use realistic sports apps.
- حق عضویت دریافتی صرف حمایت از نشریات عضو و نگهداری، تکمیل و توسعه مگیران میشود.
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