The effect of technology acceptance and usage factors on intention to use health-related gamification applications
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Abstract (EN)
The main purpose of this thesis is to examine the relationship between Technology Acceptance Model (TAM) and intention to use gamification applications in healthcare and the direction of this relationship, if any. For this purpose, quantitative research method was taken as basis and survey research method was used. While the universe of the research consists of individuals living in Aksaray, the sample consists of children, youth and adults who use gamification applications in healthcare. Data were collected face to face from 484 people living in Aksaray. Descriptive statistics, Reliability, Pearson Correlation Analysis, Multiple Linear Regression Analysis and One-Way Analysis of Variance (ANOVA), Confirmatory Factor Analysis and Path (PATH) Analysis were used in the analysis of the data. As a result of the obtained results, it was concluded that there was a statistically significant relationship between Technology Acceptance Model and Intention to Use Gamification Applications in Healthcare. As a result of the first level CFA regarding TKKBT sub-factors, goodness of fit statistical values were examined and it was found that there was a good fit between the model and the data. In addition, it was observed that the model subjected to Path Analysis achieved the desired value except for RMR, therefore the model has a good fit and is compatible with the data. The Perceived Fun (AE) variable was determined to have the strongest effect on the intention to use gamification applications in healthcare. It is thought that this study contains important results such as guiding application developers and contributing to the literature in order to integrate the healthcare sector into digital environments and contribute to a healthy society in today's technology age.
Author
Nursena Şahin
Institution

Aksaray University
Sağlık Kurumları İşletmeciliği Bilim Dalı
How to Cite
Nursena Şahin (Master Thesis). The effect of technology acceptance and usage factors on intention to use health-related gamification applications, 2025, Aksaray University.
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