本研究討論當健康議題為主的應用程式加入娛樂性與競爭性的元素時,對使用者態度與使用意圖的影響。研究結果顯示(一)使用者的感知競爭性會正向影響其使用態度;(二)感知競爭性會正向影響使用者的感知娛樂性;(三)感知娛樂性會正向影響使用者的認知吸收,但感知競爭性則否;(四)使用者的認知吸收會正向影響其感知有用性與感知易用性;並且,(五)受試者在使用了健康推播應用程式後,其健康知識與行為確實有獲得改善。
This research mainly focuses on how users' attitude will be affected by Health-Information Promoting Application which contains elements of entertainment and competence. Using Amos 21.0 software to conduct Structural Equation Model analysis, results indicated that (a) user’s perceived competence will positively affect their attitude toward Health-Information Promoting Application; (b) user’s perceived competence will positively affect their perceived entertainment; (c) perceived entertainment will positively affect user’s cognitive absorption while perceived competence does not have this kind of effect; (d) user’s cognitive absorption will positively affect their perceived usefulness and perceived ease-of-use; and (e) after using Health-Information Promoting Application, participants’ health-related knowledge and behavior have significant improvement.