Background
In the face of an aging society, an immediate and preventive medical system urgently needs to be established, and the application of wearable devices is essential. However, the application of smart medical care in Taiwan is still not widespread, and few studies have explored the related issues of wearable medical device usage. Thus, determining the success of a wearable medical device mainly depends on the degree of user adoption and use.
Objective
The purpose of this study was to examine the factors that influence the intention to use wearable medical devices.
Methods
This study applied the unified theory of acceptance and use of technology (UTAUT) to build a comprehensive model that explains intentions to use wearable medical devices.
Results
The research findings showed that health consciousness and trust were the strongest predictors of intentions to use wearable medical devices.
Conclusions
The results reveal the magnitudes of the impacts of the variables in a well-accepted revised UTAUT model in the context of the medical industry, particularly in the setting of wearable medical devices. Several important implications for academics and industry decision-makers can be formulated from these results.
Social network sites (SNSs) are new communication channels with which people can share information. The main functions of SNSs, such as MySpace, Facebook, and Orkut, consist of displaying a user’s social contacts, enabling people to view each other’s social networks and search for common friends or interesting content. Social networks are also connected to gaming and it is quickly becoming one of the most popular categories of applications on SNSs. The goal of this project is to gain insight into the factors that affect user intention to use a social network game. The study uses an extended technology acceptance model and focuses on combining personal innovativeness, personal involvement, intrinsic motivation and extrinsic motivation to explain usage intentions for social network games. The proposed model was tested with data collected from potential users of a social network game. A multiple regression analysis and MANOVA analysis were then conducted to identify the key causal relationships. It is expected that personal innovativeness and personal involvement will have positive effects on intrinsic and extrinsic motivation and ultimately influence usage intentions with regard to social network games.
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