why people use running apps: a study based on the uses and

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UNIVERSITEIT GENT FACULTEIT ECONOMIE EN BEDRIJFSKUNDE ACADEMIEJAAR 2014 – 2015 Why people use running apps: A study based on the uses and gratifications theory Masterproef voorgedragen tot het bekomen van de graad van Master of Science in de Bedrijfseconomie door Dave Maertens onder leiding van Prof. Bart Larivière en Arne De Keyser

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UNIVERSITEIT GENT

FACULTEIT ECONOMIE EN BEDRIJFSKUNDE

ACADEMIEJAAR 2014 – 2015

Why people use running apps: A study based on the uses and

gratifications theory

Masterproef voorgedragen tot het bekomen van de graad van Master of Science in de Bedrijfseconomie

door

Dave Maertens

onder leiding van

Prof. Bart Larivière en Arne De Keyser

UNIVERSITEIT GENT

FACULTEIT ECONOMIE EN BEDRIJFSKUNDE

ACADEMIEJAAR 2014 – 2015

Why people use running apps: A study based on the uses and

gratifications theory

Masterproef voorgedragen tot het bekomen van de graad van Master of Science in de Bedrijfseconomie

door

Dave Maertens

onder leiding van Prof. Bart Larivière en Arne De Keyser

II

III

Vertrouwelijkheidsclausule

PERMISSION: Ondergetekende verklaart dat de inhoud van deze masterproef mag

geraadpleegd en/of gereproduceerd worden, mits bronvermelding.

Dave Maertens

IV

V

Nederlandse samenvatting Achtergrond: Één van de meest gedownloade smartphone applicaties zijn loopapps. Veel van deze apps zijn echter nauwelijks theoretisch onderbouwd en het onderzoek naar loopapps staat nog in zijn kinderschoenen. Objectief: Het doel van deze studie is een helder beeld te verkrijgen waarom mensen een loopapp gebruiken. Hiervoor werden verschillende variabelen opgenomen: de concrete inhoud en het plezier van de applicatie zelf, de band die het creëert met de loper zijn/haar omgeving of met het merk, het effect op de loper zijn/haar zelfwaarde, persoonlijkheidstrekken en motivationele of gezondheidsredenen. We gebruiken hiervoor het uses and gratification model en gaan na of de genoemde variabelen een effect hebben op zowel de gebruiksintensiteit als het engagement van de app. We gaan eveneens na of het verhogen van de gebruiksintensiteit en engagement op zich, een invloed heeft op de loyaliteit van de loper naar het merk toe. Methode: Via een cross-sectionele online survey werden 127 volledig ingevulde vragenlijsten bekomen. De survey bevroeg de bovenvermelde variabelen door vorig onderzoek van Jahn en Kunz (2012) te adopteren en psychosociale variabelen zoals motivatie (ESR-Q), persoonlijkheid (BFI-10) en ervaren gezondheid (SF-12) toe te voegen. Resultaat: Gebruiksintensiteit en engagement hadden een positief effect op merkloyaliteit. Zowel de inhoud en het plezier van de app, alsook de band die het creëert met de sociale omgeving van de loper, hangen positief samen met gebruiksintensiteit en engagement. Van de psychosociale variabelen was er enkel een significant effect voor motivatie, waarbij meer autonome doelen gelinkt werden met meer gebruiksintensiteit en engagement. Conclusie: Loopapps hebben een significant effect op merkloyaliteit en zijn daardoor voor een bedrijf een effectief middel om dichter en meer in contact te komen met hun klanten. Deze studie is echter slechts een eerste stap en toekomstig onderzoek is bijgevolg nodig om de eigenlijke drivers van gebruiksintensiteit en engagement uit te diepen.

VI

VII

Preface This dissertation is the ideal way to conclude my studies of business economics at the

University of Ghent. In turn, it also represents the starting point for working - and

more learning - outside the university walls. A lot of time and effort went into this

work and it only managed to reach your eyes thanks to a few people. I’d like to take

this opportunity to acknowledge everyone who has assisted me in creating this

dissertation.

First, I’d like to acknowledge Arne De Keyser, for serving as my advisor and for his

patience and feedback. I truly appreciate all his assistance as I wrote this dissertation.

Further I’d like to acknowledge Dirk Roelens and Robert Coppens for helping me

distribute the survey. Finally, I’d like to thank my girlfriend, parents and friends for

their encouragement, enthusiasm and continued support.

VIII

IX

Table of content

Vertrouwelijkheidsclausule ............................................................................................ III

Nederlandse samenvatting ................................................................................................ V

Preface ........................................................................................................................... VII

Table of content .............................................................................................................. IX

List of Figures ................................................................................................................. XI

List of Tables .................................................................................................................. XI

Introduction ...................................................................................................................... 1

Running apps ................................................................................................................ 2

Theoretical framework ................................................................................................. 6

Gratification .................................................................................................................. 7

Content ..................................................................................................................... 7

Interaction ................................................................................................................. 8

Self-oriented ........................................................................................................... 10

Other psychological variables .................................................................................... 10

Perceived Health ..................................................................................................... 10

Motivation .............................................................................................................. 11

Personality .............................................................................................................. 12

Participation ................................................................................................................ 13

Brand loyalty .............................................................................................................. 14

Method ............................................................................................................................ 16

Data collection and sampling ..................................................................................... 16

Measurement development ......................................................................................... 16

Results ............................................................................................................................ 19

Internal consistency .................................................................................................... 19

Descriptive variables .................................................................................................. 19

Analysis ...................................................................................................................... 22

Hypothesis 1 ........................................................................................................... 22

Hypothesis 2 ........................................................................................................... 22

Hypothesis 3 ........................................................................................................... 24

Hypothesis 4 ........................................................................................................... 25

Hypothesis 5 ........................................................................................................... 25

Hypothesis 6 ........................................................................................................... 25

Hypothesis 7 ........................................................................................................... 26

Hypothesis 8 ........................................................................................................... 26

X

Discussion ....................................................................................................................... 30

Management implications .......................................................................................... 33

Strength and limitations .............................................................................................. 35

Conclusion .................................................................................................................. 35

References ......................................................................................................................... I

Appendix ........................................................................................................................ IX

XI

List of Figures

1. Nike+ and Runkeeper interface…………………………………………………………………………3

2. Framework of the uses and gratification model, augmented with psychological variables…………….……………………………………………….………………………………………..….9

3. Significant (green) and non-significant (red) effects of framework………………...27

List of Tables

1. Internal consistency, average, standard deviation and source of constructs.…20

2. Correlation matrix of all constructs………………………………………………………….…….21

3. Summary of linear regression analysis results………………………………………..…23-24

4. Final overview of (un)confirmed hypotheses………………………………………...……….29

5. Internal consistency, average, standard deviation and source of constructs and items……………………………………………………………………………………………………Appendix

XII

1

Introduction

Smartphones are on the rise. In 2014, smartphone subscriptions were estimated at 2,7

billion, with a prediction of 6,1 billion for 2020 (Ericsson Mobility Report, 2014). Armed

with a powerful processor, a large resolution screen and capacious memory,

smartphones offer a myriad of functions to its user, such as mobile internet, banking

and email, as well as GPS navigation. As a result, the smartphone has taken up a

central role in most of our modern lives.

Perhaps the most important aspect of smartphones is that they serve as a platform for

applications, so-called ‘apps’. These are small bundles of software that can be directly

downloaded to the smartphone (Cowan et al, 2012). They greatly expand a

smartphone’s functionality and utility and range from healthcare, fitness and lifestyle

apps that help people adopt a healthier lifestyle, to news feeds, travelling and online

shopping aides, games and books. Apple was the first to introduce apps through their

iTunes app store, not long after the development of Apple’s iPhone, the first easy-to-

use smartphone (Wortham, 2009).

Apps are certainly popular. As of September 2014, the iTunes store offers a staggering

amount of over 1.3 million different applications. By 2016, it is anticipated that more

than 44 billion apps will have been downloaded (International Association for the

Wireless Telecommunications Industry, 2011, cited in Cowan et al, 2012). Rival

companies like Google were quick to follow with their own app store. Google offers

their applications in the Google Play store with a list of over 1.5 million different apps,

as of December 2014 (Appbrain, 2014).

Of particular interest are health and fitness-related apps. These apps focus on

improving the health of their users. Examples are widespread and include apps that

track your calorie intake (Calorie Counter), your glucose readings (HelpDiabetes), your

blood pressure (Heartwise Blood pressure Tracker) and apps that provide you with

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fitness instructions (iFitness) or track you while you run (Runkeeper, Nike+, Runtastic).

In recent years, these apps are being more and more perceived as a new, unique

opportunity to connect users – patients, family members, high-risk groups and

healthcare providers – in ways that can improve individual and population health

(Atienza & Patrick, 2011). Indeed, these apps are now broadly recognized as a form of

“mHealth” – mobile health applications that offer several advantages compared to

more traditional interventions. These applications use personal information and

directly interact with the user, with or without the presence of a healthcare

professional. In this way, they can quickly and efficiently be used to provide

information or help to the user. mHealth has emerged as an important field for not

only disease management, but health behavior assessment and interventions as well

(O’Reilly & Spruijt-Metz, 2013). It is now perceived as a new way to reduce the cost of

health care and improve health research and outcomes (Kumar et al., 2013).

The number of mHealth apps that are being published has reached more than 100.000

apps in 2014 (Research2guidance, 2014). Fox (2010) states that nearly 1 in 10

smartphone users have downloaded a health and fitness related app. Indeed, fitness

apps are the lion’s share of mHealth apps. More than 30% of all apps that are listed in

the Health & fitness and Medical app sections of Apple App Store and Google Play are

fitness trackers or exercise guides. The mHealth app market has made some significant

progress along the industry hype cycle. The market revenue reached 2.4 billion USD in

2013 and is projected to grow to 26 billion USD by the end of 2017

(Research2guidance, 2014). Over the period of the last two years, the perception of

mHealth has become increasingly business oriented. In other words, the mHealth app

market has already entered the commercialization phase (Research2guidance, 2014).

Running apps

Our study focuses on a certain type of health and fitness mHealth applications: running

applications. These apps can be downloaded to the user’s phone and aide him/her

while doing a cardio activity. The popularity of these applications is without question -

3

running applications like Nike+ and Runkeeper have both been downloaded over 20

million times. For the runner, the added benefit of the app is that they track a myriad

of variables: speed, distance, time, amount of calories burned. Combined with on-body

equipment, it can even keep track of your heart rate (Figure 1). Furthermore, it

enables the user to see the route they have taken and it offers audio-feedback. The

ability to collect health-related information in real-time, provides a way to offer

reminders and immediate feedback in a just-in-time manner (Bickmore, Gruber, &

Intille, 2008). For example, users can instantly receive feedback on their performance

or when they have to slow down/speed up. Another benefit is the ability for the user

to form his/her own online community. By combining running apps with social media,

users can interact with other people, share information and encourage each other.

Moreover, some running applications offer specific training programs while storing all

the information on the application, enabling the user to track their progress.

Figure 1. Example of Nike+ (left) and Runkeeper (middle and right) interface.

4

Most of the research up to now has only focused on the effectiveness (Patrick,

Griswold, Raab, & Intille, 2008), accuracy (Kane, Simmons, Thompson & Bassett, 2010),

privacy risks (Anderson & Agarwal, 2011; Raij, Kumar, & Srivastava, 2011) and scientific

basis of health and fitness apps (Verhagen & Bolling, 2015; Cowan et al, 2012).

Remarkably, there is little research being done on the drivers and motivation to use

these apps. Yet, it is obvious that the reasons why people use a running app can differ

greatly. One can use a running app simply for obtaining running statistics, the pleasure

of tracking your run, sharing your run with friends, connecting with the wider running

community or keeping yourself motivated to keep on running. In order to gain a better

understanding why some people stop using a running app, while others sustain and

adopt the running app into their lifestyle, these drivers have to be examined closely.

Furthermore, sustaining behaviour has shown to be affected by other psychosocial

variables as well. First of all, the self-determination theory proposes that more self-

determined behaviour (i.e. when someone acts for the inherent pleasure derived from

that activity) leads to positive behavioural (i.e. sustaining behaviour) (Gagne, 2003)

and physiological (Deci, Ryan, Gagne, et al., 2001) outcomes. Indeed, motivation has

been found to be predictive of changes in exercise level in a school setting (Wilson,

Evans, et al., 2005). Secondly, differences in personality characteristics have been

found to be associated with smartphone and app use (Kim, Briley and Ocepek (2015).

Based on these findings and the limited amount of studies that combine motivation

and personality with app use, we opted to include these variables in this study as

additional drivers.

It’s plain that there is a considerable research gap surrounding running apps. Our study

aims to fill this gap and gain a thorough understanding of what drives people to use a

running app. More specifically, we intend to understand what aspects of the app are

the key drivers to engage people in a meaningful way and increase their likelihood of

using the app. To this effect, we based our research on Jahn and Kunz (2012), and

adopted the uses and gratification model to examine three kinds of drivers: content-

oriented (i.e. using a running app for its content), relationship-oriented (i.e. using a

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running app for social reasons) and self-oriented (i.e. using a running app to promote

oneself). Furthermore, we wish to examine if the personality characteristics and the

type of running goals a person sets for himself have a connection with using a running

app.

As a result, we contribute to the current scientific literature by establishing what drives

people to use running apps, how this affects their use of the app itself and how this is

connected with brand loyalty. Furthermore, we provide practical value on two fronts

as well. From a public health point of view, by gaining a better understanding on the

drivers of using a running app, we can design the running apps in ways that get more

people to use one and therefore engage in exercise. Studies have found that non-

activity is the fourth leading risk factor for premature death (World Health

Organization, 2015a). However, the duration of physical activities required to reduce

these risks doesn’t necessarily have to be long. In fact, the World Health Organization

reported that participation in just 150 minutes of moderate physical activity each week

is estimated to reduce the risk of ischemic heart disease by 30%, the risk of diabetes by

27% and the risk of breast and colon cancer by 21-25% (World Health Organization,

2015b).

From a marketing point of view, running apps can serve as a new way for companies to

establish a customer-brand relationship. A debate has risen over the activities of

brands and companies in social media (Laroche, Habibi, & Richard, 2012). Indeed,

more and more marketers are focusing on building a ‘brand community’, which is a

community not bound by geography and based on the social relations among

supporters of a brand. Companies that manage to create good running apps and

engage their customers have an advantage over their competitors, as branded

applications offer a high level of user engagement and a positive impact on the

attitudes towards the brand (Hutton & Rodnick, 2009, In Bellman, Potter, Treleaven-

Hassard, Robinson, and Varan, 2011). Bellman et al. (2011) confirmed that using these

branded apps has a positive persuasive impact, increasing interest in the brand and

also the brand’s product category.

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This dissertation is organized as follows. First, we give an explanation on the uses &

gratification model we adopted for this study, followed by a brief overview of the

literature regarding our drivers (content, relationship and self-oriented). As stated

above, we decided to augment our model with a fourth kind of driver that might have

an impact on usage intensity and engagement. These include the psychosocial drivers

perceived health, motivation and personality. We formulated eight hypotheses based

on these constructs. Finally, we report the results of our study. We conclude with a

discussion of our findings, limitations of our research and avenues for future research.

Theoretical framework The framework we used is the uses and gratification theory, first proposed by Katz

(1959). This theory has been found to be useful when examining new media like the

internet and online communities (Raacke & Bonds-Raacke, 2008; Sheldon, 2008). It’s

used to research how the specific needs of individual users can be satisfied by specific

media. The model assumes that individuals are active agents and only choose the

medium that meets their desires and enables them to achieve gratification (Perse &

Courtright, 1993). By using this model, we can explicate users’ various goals when

engaging with a running app, allowing for a better understanding of differing behavior,

outcomes and perceptions (Smock, Ellison, Lampe, & Wohn, 2011). The basic idea of

our framework is that, if a running app can fulfill certain needs of a person

(gratification), this should lead to adoption of the app and in time, higher usage

intensity rate and engagement (participation), which in turn makes a consumer more

loyal to the app (brand relationship and loyalty) (Jahn & Kunz, 2012). An overview of

the model can be found below.

The most pronounced needs can be categorized into 3 categories: a content-oriented

area based on the information delivered by the app, a relationship-oriented area based

on social interaction with others and a self-oriented area based on particular needs of

individuals.

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Gratification

Content

For this driver, we decided to differentiate between functional and hedonic values that

are being delivered by the running app, since researchers have found that both

information (Foster, Francescucci, & West, 2010; cited in Jahn & Kunz, 2012) and

entertainment (Sheldon, 2008) play important roles for social media users.

From a functional point of view, people use a running app because it provides them

with feedback about their run, such as heart rate, running speed and time/distance

ran. In this way, the information given by the app benefits a person during his run,

since it enables them to monitor their speed and heart rate and adjust their run

accordingly. Research often mentions this biofeedback as one of the most powerful

means for facilitating the learning of self-regulation. Indeed, biofeedback has been

found to be effective in reducing athletic performance anxiety, as well as increasing

muscle strength, reducing pain and fatigue (Blumenstein, 2002). Furthermore, the app

benefits a person outside of their workout too, as it allows them to monitor their

progress.

However, from a more hedonic point of view, we can assume people also use a

running app because they simply enjoy using it when running. Although the exact

definition of fun is rather elusive, there is general agreement in sport literature that

the role of fun is a key aspect in sport participation. ‘Having fun’ is one of the most

frequent reasons young athletes participate in sport (Kolt et al., 1999). Contrarily, lack

of fun is one of the reasons that some youngsters cite for sport withdrawal (Gould &

Petlichkoff, 1988). As stated above, great care is required when defining ‘fun’. Running

apps were long deemed to work because researchers thought they imply exercise can

be a game. However, in one of the first studies to research the relationship between

social and motivation variables with mHealth activities such as running, Spillers and

Asimakopoulos (2014) demonstrated that gamification (using game-like elements)

does not have a significant relationship with mHealth fitness usage activities. Running

apps such as “Zombies, Run, 2”, where the runner pretends to run away from zombies,

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have little scientific evidence that they actually motivate people to run more often. So

while fun can be a reason to use a running app, it is simplistic to assume that adding a

game to a running app makes running instantly fun and thus attracts more people to

use the app. Based on these findings, we propose the following hypotheses:

H1a. Higher functional value of the running app leads to higher usage intensity and

engagement.

H1b. Higher hedonic value of the running app leads to higher usage intensity and

engagement.

Interaction

Running apps offer the user two kinds of interaction. Firstly, it enables the user to

connect and share their workouts through Facebook or Twitter with friends and other

online peers. Research on social networks acknowledges that growing and maintaining

relationships with others are a major motivation to use a social networking site

(Sheldon, 2008). Indeed, people tend to join social media to fulfill a need of

belongingness (Gangadharbhatla, 2008) and are motivated to engage in content

creation activities to fulfill their desire for social interaction (Hennig-Thurau, Gwinner,

Walsh, & Gremler, 2004). Sherwood and Jeffery (2000) found that social support can

be a crucial element in determining exercise adherence. Based on this, we propose the

following:

H2a. Higher social interaction value of the running app leads to higher usage intensity

and engagement.

Secondly, from a marketing point of view, running apps help a company create a brand

community. These are places where people who admire a brand can socialize with

each other and the brand itself, in a context provided by the brand (McAlexander,

Schouten, & Koenig, 2002). A growing list of companies is spending resources on these

9

communities as research has shown that they influence their members and affect

adoption behaviour (Thompson & Sinha, 2008). Furthermore, members gain utilitarian

and hedonic values from their participation in brand communities (Schau, Muñiz &

Arnould, 2009). Additionally, research concerning brand relationships shows that

consumers tend to invest in a relationship with a brand (Algesheimer, Dholakia, &

Herrmann, 2005, cited in Jahn & Kunz, 2012). Based on this, we propose the following:

H2b. Higher brand interaction value of the running app leads to higher usage intensity

and engagement.

Figure 2. Framework of the uses and gratification model, augmented with

psychological variables.

Gratification Participation Brand loyalty

Content-Oriented

Brand Commitment

Functional Value Usage Intensity

Hedonic Value Brand Word-of-mouth

Relationship-Oriented

Social Interaction Value Engagement Brand Purchase

Brand Interaction Value

Self-Oriented

Self concept value

Psychological Variables

Perceived Health Physical component summary Mental component summary

Motivation

External regulation Introjected regulation Identified regulation Intrinsic motivation

Personality

Extraversion Agreeableness

Conscientiousness Openness to experience

Neuroticism

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Self-oriented

People can also decide to use a running app because they expect it will impact their

image or status. In this case, the ability to track your runs and share your best runs

with friends and peers serves as a powerful incentive to keep using a running app. By

doing this, the users attempt to convey a certain positive image of themselves. This

behaviour is explained by the self-presentation theory (Goffman, 2002; cited in

Stragier & Mechant, 2013), a framework to explain motivations for sharing content

online. The theory stipulates that people can use a variety of strategies to impress

others and influence the perception of their image. For example, by sharing their runs

with others, they aim to increase their social attractiveness by highlighting their

running achievements. Spillers and Asimakopoulos (2014) found that most runners are

indeed interested in sharing small goals with their friends, while they usually want to

share a milestone with a broader audience. Similarly, Peluchette and Karl (2009) have

found that Facebook users use their profiles to send out a more positive picture of

them. Based on this, we propose the following:

H3. Using running apps as a way to promote yourself leads to higher usage intensity

and engagement.

Other psychological variables

As stated above, we decided to include other factors, such as health, motivation and

personality, since these might have an influence on the usage intensity and

engagement of running apps.

Perceived Health

Perceived health refers to the perception of a person's health in general, with health

not only meaning the absence of disease or injury but also physical, mental and social

well-being (Statistics Canada, 2014). It’s been long established that sport participation

has a substantial direct effect on perceived health (Thorlindsson, Vilhjalmsson, &

Valgeirson, 1990), with participation and physical exercise directly affecting self-

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assessed health, even when controlling for other variables (Mechanic & Hansell, 1987).

This variable was included in our study, as it’s possible that a person will use a running

app more often when they think their health has improved since they started using it.

In this way, the runner attributes the positive health changes to the running app,

which makes the user use the app more often. Based on this, we propose the

following:

H4. A person perceiving his mental and physical health as good is more likely to have

higher usage intensity and engagement.

Motivation

Research on motivation and sports has been refined since the proliferation of the self-

determination theory, which distinguishes various types of motivation. The self-

determination theory proposes that motivation is multidimensional and resides along

a continuum of self-determination ranging from being not motivated (i.e. when

someone has no motivation to act) through extrinsic motivation (i.e. when a person

acts in response to external cues) to intrinsic motivation (i.e. when someone acts for

the inherent pleasure derived from that activity) (Gillison, Standage, & Skevington,

2006). In recent years, this continuum has been expanded on to reveal autonomous

and controlled motivation, both consisting of two separate sorts of motivation.

Autonomous motivation encompasses both intrinsic motivation and identified

regulation. The first involves doing an activity because one gets pleasure from the task

itself, or from completing the task. We speak of identified regulation when a person

has identified with the importance of a certain behavior and recognizes the beneficial

effects of adopting the behavior. Controlled motivation includes external regulation,

where one’s behavior is a function of external rewards or punishments, and

introjected regulation, where the action has only been internalized partially. The main

motivational driver for behavior with this type of motivation is guilt, shame or worry.

Vast amount of research has confirmed that autonomous motivation and controlled

motivation will lead to very different outcomes. Autonomous motivation tends to yield

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greater psychological health and more effective performance on heuristic types of

activities. It also leads to greater persistence in maintaining changes made toward

healthier behavior (Deci & Ryan, 2008). Other research suggests that self-determined

motives to exercise predict intended and actual behavioural frequency (Wilson &

Rodgers, 2004). Indeed, holding intrinsic (e.g., health) as opposed to extrinsic (e.g.,

attractiveness) goals is associated with adaptive consequences, including sustained

exercise behaviour (Vansteenkiste, Simons, Soenens, & Lens, 2004; cited in Wilson,

Mack, & Grattan, 2008). Based on this, we propose the following:

H5: The more autonomous the user’s goals to working out (i.e. more identified

regulation and intrinsic motivation), the higher usage intensity and engagement.

Personality

Interestingly, there has been some research on the association between smartphone

use and personality. The most widely used psychological model to describe human

personality is the five-factor model, more commonly named the “Big 5” (McCrae &

Costa, 1999). These 5 broad factors - extraversion, agreeableness, conscientiousness,

openness to experience and neuroticism - represent individual differences of thoughts,

feelings and behavior. In a study by Kim, Briley and Ocepek (2015) the researchers

explored predictors of app use in a large representative South Korean Sample.

Although socio-demographic factors were by far the strongest predictor of

smartphone use, individual differences in personality were found to be associated with

smartphone and application use. Extraversion was associated with an increased

probability of using a smartphone. Extraverts also place more emphasis on the

communication features of a smartphone (Lane & Manner, 2011; cited in Kim, Briley, &

Ocepek, 2014) and may adopt more quickly to novel technologies and influence others

in doing the same (Gnambs & Batinic, 2013; cited in Kim, Briley, & Ocepek, 2014), since

extraversion is linked to opinion leadership (Gnambs & Batinic, 2012, cited in Kim,

Briley, & Ocepek, 2014). Conscientiousness was associated an increased likelihood of

owning a smartphone, using apps and a decreased use e-commerce applications. A

13

research question is whether the other three constructs are associated with the use of

running apps. Based on this, we propose the following:

H6. A higher score on the Extraversion and Conscientiousness subscale leads to higher

usage intensity and engagement.

RQ1: Does Agreeableness, Openness to experience and Neuroticism have a relationship

with usage intensity and engagement?

Participation

To reiterate, the uses and gratification model stipulates that if a running app manages

to satisfy the various needs a runner has, this should lead to a higher approach to the

running app. However, this approach can be defined in two ways. First of all, since it

fulfills his needs, the user can simply decide to use the running app more often. In this

manner, there would just be an increase in his usage intensity of the app. However,

the user can also engage with the running app in a different, more distinct way. The

user can create a meaningful relationship with the app and its community, interacting

with them and being an integrative part of the community. Hollebeek (2011) defines

this engagement as: “the level of a customer’s cognitive, emotional and behavioral

investment in specific brand interactions”. This definition clearly shows that the

concept of engagement has several facets. If a runner thinks (cognitive) he’s a central

part of a wider community, this relationship will come with positive emotions

(emotional) and will encourage the runner to elicit behaviour that will make him an

even more integral part of the community. When transferring this engagement

construct to the context of running apps, we define running app engagement as being

a participant and integrative user in the running app’s community. As Jahn and Kunz

(2012) suggest, it is unlikely that the constructs ‘usage intensity’ and ‘app engagement’

are not independent from each other and we can assume usage leads to engagement.

Based on this, we propose the following:

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H7: Running app usage intensity influences app engagement positively.

Brand loyalty

Lastly, we can assume an increase in the usage intensity of the app, combined with a

deeper engagement with the app and its wider community will have a positive effect

on brand loyalty, a central concept of marketing. Kotler and Keller (2007) define brand

loyalty as:

“(…) the extent of consumer faithfulness towards a specific brand and this faithfulness

is expressed through repeat purchases and other positive behaviours such as word of

mouth advocacy, irrespective of the marketing pressures generated by the other

competing brands.”

Brand loyalty symbolizes a consumer’s final relationship and deep level of

identification with a brand (Keller, Parameswaran, & Jacob, 2011) as the brand gains

an exclusive and positive place in the minds of the consumer. Research has shown that

brand communities operating on social media can enhance brand loyalty by improving

the customer relationship with the brand, the company, other consumers and the

products (Laroche, Habibi, & Richard, 2013). Brand loyalty is an important concept in

marketing, as it has been shown to increase revenues and market share and help

companies grow in the marketplace (Keller, Parameswaran, & Jacob, 2011). Based on

the definition above, we see that brand loyalty consists of two components, an

attitudinal and a behavioural one. The attitudinal component consists of brand

commitment, which can be understood as an “enduring desire to maintain a valued

relationship” (Moorman, Zaltman, & Deshpande, 1992; cited in Jahn & Kunz, 2012). For

this study, we defined brand commitment as the degree of belongingness a person has

towards a certain running app.

The behavioural component of brand loyalty can be understood as the actions a

customer, who is loyal to a brand, perform. For this study, we broke the concept down

to two factors: customer word-of-mouth and purchase behavior of the brand. The first

15

refers to the actions a customer engages in to actively promote the app. The second

refers to the intention of the customer to remain loyal and keep on buying the brand.

Research has shown that brand communities clearly influence their members’

behaviour. Members not only develop a social identification with the community, but

being a member also influences word-of-mouth behavior and purchase intentions

(Algesheimer, Dholakia, and Herrmann 2005). In addition, members experience

normative pressure to remain loyal to the brand and the community (Algesheimer,

Dholakia, & Herrmann 2005; Muniz, & O'Guinn, 2001).

On the one hand, runners who show high usage intensity come in regular contact with

the app. This should have an effect on the relationship they have with the app and its

community. In term, this should increase their general commitment to the brand and

their tendency to repurchase and recommend the app to others.

On the other hand, runners who show high engagement with the app and its

community are deemed to have a strong emotional bond with the former. Thus, the

basis of brand loyalty is not only usage intensity, but also engagement. Jahn and Kunz

(2012) stipulate that this association is supported by the involvement theory, as both

usage and engagement are indicators for a high involvement with the brand. Indeed,

studies have shown a relationship between involvement and product/brand loyalty

(Olsen, 2007; cited in Jahn & Kunz, 2012). Based on this, we propose the following

hypotheses:

H8a: Running app usage intensity and engagement influences word of mouth

promotion positively.

H8b: Running app usage intensity and engagement influences purchase intentions

positively.

H8c: Running app usage intensity and engagement influences brand commitment

positively.

16

Method

Data collection and sampling

The target population consisted of people who have experience with using a running

app. Experience was defined as having used a running app at least once. We executed

a survey and distributed it online through various channels. Firstly, we invited

members through the Facebook fan page of the different running apps and various

running events to participate in the online survey by posting the survey link. Secondly,

e-mails were sent out to every Flemish athletics club, urging them to spread the survey

in their club. Lastly, students at the University of Ghent were encouraged to fill in the

survey as well. In order to increase the response rate, there was a chance to win a gift

certificate for Amazon, Bol, Fnac or Kinepolis when the survey was completely filled in.

Surveys that were filled in in less than 1 minute were excluded from the analysis. After

this, we obtained a sample of 161 surveys started, with 127 fully completed

questionnaires. A demographic overview can be found in the results section below.

Measurement development

The survey adapted questionnaire items from previous literature. As the study

incorporated many variables, we opted for choosing questionnaires that were not only

known for the strong validity and reliability, but for their brevity as well.

The survey started with questions regarding which running app people use. In the

second section, questions were asked regarding functional/hedonic value, social/brand

interaction and the users’ self-concept. These questions were adopted from Jahn and

Kunz (2012) and were answered on a 7-point Likert scale ranging from “Totally

disagree” to “Totally agree”. In the same way, usage intensity, fan engagement and

brand loyalty were all examined by adopting Jahn & Kunz’ (2012) questionnaire items.

We urged the participants to only consider the running app that they used most often.

In the third section, the users’ motivation to exercise was examined with the Exercise

Self-regulation Questionnaire (Brown, Miller, & Lawendowski, 1999). This

17

questionnaire uses the same 7-point Likert scale and is based on the self-

determination theory. It concerns the reasons why a person exercises regularly or

engages in other such physical activities. It is structured so that it provides responses

that represent the constructs external regulation, introjected regulation, identified

regulation and intrinsic motivation.

Next, the runner’s health was analyzed by using the Short Form-12 health survey (SF-

12), a multipurpose short-form with only 12 questions. It’s a shorter version of the SF-

36 Health Survey (Ware, Kosinski, & Keller, 1996) and measures functional health and

well-being from the patient’s point of view. Specifically, it measures eight domains of

well-being: physical functioning (PF), bodily pain (BP), role limitations due to physical

problems (RP), general health perceptions (GH), energy and vitality (VT), role

limitations due to emotional problems (RE), social functioning (SF) and mental health

(MH) (Ware & Sherbourne, 1992). These domains are then further summarized into a

physical component summary (PCS), which gives more weight to the first 3

components, and a mental component summary (MCS), which gives more weight to

mental health, social functioning and role limitations due to emotional problems

(Ware, Kosinksi, & Keller, 1996). To calculate these summary scores, test items are

scored and normalized. They have a range of 0 to 100 with a mean score of 50 and a

standard deviation of 10. When deriving the summary scores, we opted for oblique

rotation as this is more consistent with changes in individual scales (Fleishman, Selim &

Kazis, 2010). It is important to note that this questionnaire only asks about the

participant’s health during the last month.

Furthermore, we measured personality by using the BFI-10, an abbreviated form of the

Big Five Inventory (BFI-44) (Rammstedt & John, 2006). This questionnaire consists of

10 items – two for each constructs -scored on a 5-point Likert scale ranging from

“Disagree Strongly” to “Agree strongly”. Not much reliability and validity is lost by

reducing the BFI scales to just 2 items, since the BFI-10 scales captured 70% of the full

BFI variance and retained 85% of the retest reliability on average. However, the

reduction to two items is noticeable for the construct Agreeableness. Nonetheless, as

18

this construct had limited value in our research and since Rammstedt and John (2006)

mention that the BFI-10 is only to be used in research settings in which time is a factor,

we favored the BFI-10. Finally, demographic factors such as sex, age, ethnicity,

country, country-of-origin, highest degree received, marital & employment status were

asked about, as well as running frequency.

19

Results

In order to find support for an effect of the above-mentioned drivers, we started with

assessing the internal consistency of the constructs by calculating Cronbach alpha’s

(Cronbach, 1970). Next, we give an overview of the descriptive variables. We end with

discussing our results for every hypothesis individually.

Internal consistency As can been seen from Table 1, the Cronbach alpha for the Agreeableness (α = 0.47),

Conscientiousness (α = 0.18) and Openness to Experience (α = 0.15) subscale of the

BDI-10 personality scale were found to be lower than .60. This means that the scales

are less reliable and are probably not one-dimensional. This will have to be taken into

account when analyzing the results. All the other constructs were found to have a

good internal consistency (α > .60) and therefore we used the mean scores for the

analysis. The correlation matrix of all constructs is shown in table 2. A full summary of

the constructs, the items they consist of, their averages and standard deviations can be

found in the Appendix.

Descriptive variables

The final sample consisted of 127 participants. Gender was distributed evenly, with 68

participant being male (54%) compared to 59 being female (46%). The most

represented age was the 25-34 age group (50%), followed by the 18-24 age group

(30%) and the 35-44 age group (14%). Only seven participants were older than 45 (6%).

Most of the participants were from Belgium (84%), with others residing in the United

States of America (4%), Sweden (2%), the UK (2%) and France (2%). 88% of the

participant were frequent runners, reporting that they run at least once a week. The

most used running app was Runkeeper (46%) followed by Nike+ (27%), Runtastic (20%)

Strava Run (13%), Endomondo (9%), Garmin Connect (4%) and Start to Run (3%). Only

a few participants reported using other running apps, such as MapMyRun, Run The

Map, RunTrainer, TomTom My Sports, Caledos, Jawbone and Polar Loop (8%

combined).

20

Table 1

Internal consistency, average, standard deviation and source of constructs

Construct items α M SD Source

Functional value 4 0.88 6.07 0.71 Jahn & Kunz (2012)

Hedonic Value 4 0.92 5.12 1.12

Social Interaction Value 4 0.93 3.50 1.64

Brand interaction value 4 0.93 3.45 1.55

Self-concept value 4 0.93 4.33 1.54

Usage intensity 3 0.89 5.18 1.65

Engagement 5 0.96 2.90 1.53

Brand attitude 4 0.91 5.86 0.87

Word of mouth 3 0.92 5.49 1.28

Purchase 3 0.91 4.97 1.46

Brand Commitment 3 0.81 3.86 1.53

Brand Loyalty 3 0.88 4.78 1.28

Perceived Health SF12v2

Ware, Kosinski, &

Keller (1996)

Physical Component Summary 4 0.71 50.93 8.11

Mental Component Summary 4 0.71 50.11 8.70

Motivation (“I work out…”) SRQ-E

Brown, Miller, &

Lawendowski (1999)

External Regulation 3 0.79 4.41 1.30

Introjected Regulation 3 0.65 4.61 1.17

Identified Regulation 3 0.70 5.74 0.96

Intrinsic Motivation 3 0.82 4.81 1.39

Personality (“I see myself as

someone who…”)

BFI-10

Rammstedt & John

(2006) Extraversion 2 0.68 3.30 1.01

Agreeableness 2 0.45 3.56 0.77

Conscientiousness 2 0.20 3.59 0.77

Neuroticism 2 0.60 2.71 1.02

Openness to Experience 2 0.13 3.60 0.81

Note. α = Cronbach’s alpha , M = mean, SD = standard deviation.

21

Note: *. Correlation is significant at the 0.05 level (2-tailed). **Correlation is significant at the 0.01 level (2-tailed). FV = Functional Value; HV = Hedonic Value; SIV = Social Interaction Value; BIV= Brand interaction Value; SCV = Self Concept Value; PCS = Physical Component Summary; MCS = Mental Component Summary; IR = Introjected Regulation; ER = External Regulation; IdR = Identified Regulation; IM = Intrinisc Motivation; E = Extraversion; A = Agreeableness; C = Conscientiousness ; N = Neuroticism ; O = Openness to Experience; UI = Usage Intensity; Eng = Engagement; BC = Brand Commitment; WOM= Brand Word-Of-Mouth; BP = Brandpurchase.

Table 2

Correlation matrix of all constructs

FV HV SIV BIV SCV PCS MCS IR ER IdR IM E A C N O UI Eng BC WOM BP

FV

HV .39**

SIV .22* .35**

BIV .11 .25** .46**

SCV .11 .21* .40** .35**

PCS -.07 .03 .12 .01 -.04

MCS .31** .09 .13 .16 .09 -.30**

IR .03 .05 .05 .04 .12 .11 -.21*

ER -.11 -.02 .08 .05 .22* .09 -.13 .56**

IdR .35** .35** .251** .191* .09 .33** .08 .29** .08

IM .24** .33** .39** ,183* 0,15 .44** .04 .13 .05 .66**

E .05 .20* .10 .09 .23** -.16 .17 .04 .07 .00 .05

A .09 .02 .13 .04 .02 .02 .25** -.16 -.08 .10 .14 .23**

C .08 -.04 .03 .05 .07 .01 .07 .04 -.05 .24** .12 .20* .07

N -.01 .01 -.03 -.15 -.10 -.03 -.32** .08 -.06 -.05 -.02 -.17 -.33** .00

O -.06 .10 .04 .12 .08 .16 -.12 .01 .09 .08 .12 .30** .07 .21* -.07

UI .42** .27** .25** .07 .04 .08 .15 .00 -.15 .40** .30** -.03 .00 .11 .15 -0,12

Eng .18* .26** .49** .27** .34** .02 .22* .06 .14 .13 .22* .10 .12 -.07 .00 -.08 .41**

BC .40** .45** .53** .45** .42** .01 .25** -.03 .02 .29** .39** .07 .07 .04 .00 .00 .47** .68**

WOM .57** .45** .36** .23** .21* -.01 .31** -.04 -.08 .43** .42** .14 .16 .10 .00 -.05 .61** .42** .67**

BP .56** .49** .31** .25** .17 -.04 .27** -.08 -.11 .30** .30** .14 .04 .05 -.05 -.01 .56** .40** .70** .78**

22

Analysis

To find evidence for our hypotheses, we performed a linear regression analysis for

every single hypothesis. In a first step, we ran our analysis with only the focus

variables. If a significant effect was found, a second analysis was run to control for

variables such as age and sex. The results of our analysis are listed below separately for

each hypothesis. An overview of our results can be found below in Table 3, while figure

3 provides a visual view of our predicted model. Finally, a quick summary of our

hypotheses can be found at the end of the results section (Table 4).

Hypothesis 1

Our first hypothesis predicted that (a) higher functional value and (b) higher hedonic

value of the running app leads to higher usage intensity and engagement. A simple

linear regression was calculated to predict usage intensity and engagement based on

functional and hedonic value of the app. After controlling for age and gender,

functional value significantly predicted usage intensity ( = .41, t(120) = 4.97, p < .000)

and engagement ( = .18, t(120) = 2.05, p = .043), and the model explained a

significant proportion of variance in usage intensity, R² = .21. F(1,120)= 10.52, p < .000.

Controlling for age and gender, hedonic value also significantly predicted usage

intensity ( = .27, t(120) = 3.08, p = .003) and engagement ( = .26, t(120) = 2.97, p =

.004) , and the model explained a significant proportion of variance in usage intensity,

R² = .12. F(1,120)= 5.20, p = .002, and engagement, R² = .07. F(1,120)= 3.04, p = .032.

We confirmed the hypothesis that higher functional and hedonic value of the app

leads to higher usage intensity and engagement.

Hypothesis 2 Our second hypothesis predicted that (a) higher social interaction value and (b) higher

brand interaction value of the running app leads to higher usage intensity and

engagement. After controlling for age and sex, social interaction value significantly

predicted usage intensity ( = .22, t(120) = 2.42, p = .017) and engagement ( = .52,

23

t(120) = 6.58, p < .000), respectively explaining a significant portion of variance for

respectively usage intensity, R²= .09. F(1,120)=3.94, p = .010) and engagement R²= .26.

F(1,120)=14.55, p < .000). Brand interaction value did not significantly predict usage

intensity ( = .071, t(122) = .79, p = .433), but after controlling for sex and age, brand

interaction value did significantly predict engagement ( = .27, t(120) = 3.11, p = .002),

explaining a significant portion of variance for engagement R²= .075. F(1,120)=3.32, p =

.022). We confirmed the hypothesis that higher social interaction value leads to higher

usage intensity and engagement. However, we could not confirm the hypothesis that

higher brand interaction value predicted higher usage intensity, as it only predicted an

increase in engagement.

Table 3

Summary of linear regression analysis results

IV DV B SE B t p

Functional Value Usage Intensity .95 .19 .41 4.97 .000

Functional Value Engagement .40 .19 .18 2.05 .043

Hedonic Value Usage Intensity .39 .13 .27 3.08 .003

Hedonic Value Engagement .35 .12 .26 2.97 .004

Social Interaction Value Usage Intensity .22 .09 .22 2.15 .017

Social Interaction Value Engagement .49 .07 .52 6.58 .000

Brand Interaction Value Usage Intensity .08 .10 .07 .79 .433

Brand Interaction Value Engagement .27 .09 .27 3.11 .002

Self-Concept Value Usage Intensity .04 .10 .04 .42 .673

Self-Concept Value Engagement .35 .09 .35 4.04 .000

Physical Component Summary Usage Intensity .16 .18 .08 .88 .383

Physical Component Summary Engagement .04 .17 .02 .21 .837

Mental Component Summary Usage Intensity .29 .17 .15 1.70 .092

Mental Component Summary Engagement .39 .16 .22 2.54 .012

Introjected Regulation Usage Intensity .00 .13 .00 .00 1

Introjected Regulation Engagement .08 .12 .06 .69 .500

External Regulation Usage Intensity -.19 .12 -.15 -1.63 .110

External Regulation Engagement .16 .10 .14 1.53 .130

Identified Regulation Usage Intensity .66 .14 .38 4.61 .000

24

IV DV B SE B t p

Identified Regulation Engagement .21 .14 .13 1.46 .150

Intrinsic Motivation Usage Intensity .34 .10 .29 3.42 .001

Intrinsic Motivation Engagement .25 .10 .23 2.62 .010

Extraversion Usage Intensity -.04 .15 -.03 -.29 .777

Extraversion Engagement .16 .13 .10 1.17 .244

Agreeableness Usage Intensity .01 .20 .00 .05 .961

Agreeableness Engagement .23 .18 .12 1.30 .197

Conscientiousness Usage Intensity .24 .19 .11 1.27 .206

Conscientiousness Engagement -.13 .17 -.07 -.74 .463

Neuroticism Usage Intensity .25 .15 .15 1.69 .094

Neuroticism Engagement -.01 .13 .00 -.03 .973

Openness to Experience Usage Intensity -.24 .18 -.12 -1.31 .193

Openness to Experience Engagement -.15 .17 -.08 -.91 .363

Usage Intensity Engagement .39 .08 .43 5.06 .000

Usage Intensity Word-Of-Mouth .46 .06 .60 8.13 .000

Usage Intensity Brand purchase .48 .07 .54 7.05 .000

Usage Intensity Brand Commitment .43 .08 .47 5.67 .000

Engagement Word-Of-Mouth .35 .07 .42 5.28 .000

Engagement Brand purchase .38 .08 .40 4.91 .000

Engagement Brand Commitment .68 .07 .68 10.17 .000

Note: IV = Independent Variable; DV = Dependent Variable; B = unstandardized coefficient; SE B = standard

deviation of B; Beta = Standardized coefficient;

Hypothesis 3

Our third hypothesis predicted that higher self-concept value leads to higher usage

intensity and engagement. Self-concept value did not significantly predict usage

intensity ( = .04, t(122) = .423, p = .673). However, after controlling for age and

gender, a significant effect was found between self-concept value and engagement (

=.35, t(120) = 4.04 p < .000), explaining a significant portion of variance for

engagement R²= .12. F(1,120)= 5.53, p = .001). We could not confirm the hypothesis

that higher self-concept value leads to higher usage intensity, as it only predicted an

increase in engagement.

25

Hypothesis 4

Our fourth hypothesis predicted that perceived health is positively linked with usage

intensity and engagement. The aggregated score for physical health was found not to

predict both usage intensity ( = .08, t(120) = 8.8, p = 0.38) and engagement ( = .02,

t(120) = .21, p = .84). The aggregated score for mental health was not found to predict

usage intensity ( = .15, t(120) = 1.70, p = .092), but did predict engagement, even

after controlling for age and sex ( = .22, t(120) = 2.54, p = .012). We could not confirm

the hypothesis that good physical health leads to an increase in usage intensity and

engagement. However, one of these relationships was found for mental health, as an

increase in mental health leads to higher engagement.

Hypothesis 5

Our fifth hypothesis predicted that more self-determined goals were linked with higher

usage intensity and engagement. Of the four motivational constructs, only identified

regulation ( = .38, t(120) = 4.61 p < .000) and intrinsic motivation (( =.29, t(120) =

3.42 p = .001) had a significant effect on usage intensity after controlling for age and

gender), explaining a significant amount of variance for respectively identified

regulation R²= .19. F(1,120)= 9.32, p < .000) and intrinsic motivation R²= .13. F(1,120)=

5.97, p = .001). After controlling for age and gender, only intrinsic motivation had a

significant effect on engagement ( = .23, t(120) = 2.62 p = .010). We confirmed the

hypothesis that more autonomous motivation is related to an increase in usage

intensity and engagement.

Hypothesis 6

Our sixth hypothesis predicted that higher Extraversion and Conscientiousness leads to

higher usage intensity and engagement. Extraversion did not significantly predict usage

intensity ( = -.06, t(122) =-.28 p = .777) and engagement ( = .10, t(122) =1.17 p =

.24). Conscientiousness did neither significantly predict usage intensity ( = .11, t(122)

=1.27 p = .206), nor engagement ( = -.07, t(122) =-.74 p = .463). We disconfirmed the

26

hypothesis that a higher score on the Extraversion and Conscientiousness subscale was

related to higher usage intensity and engagement.

An open research question was asked regarding the relationship between the other

personality characteristics, Agreeableness, Openness to experience and Neuroticism,

and usage intensity and app engagement. No significant effects were found for the

three personality characteristics.

Hypothesis 7

Our seventh hypothesis predicted that higher usage intensity leads to higher

engagement. After controlling for age and sex, a significant effect was found. Usage

intensity significantly predicted engagement ( = .43, t(120) = 5.06, p < .000), and also

explained a significant proportion of variance in engagement, R² = .17. (F(1,120)= 8.54,

p < .000). We confirmed the hypothesis that higher usage intensity predicts higher

levels of engagement.

Hypothesis 8

Our final hypothesis stipulates that both usage intensity and engagement predicted

word of mouth promotion (a), purchase intentions (b) and brand commitment (c).

H8a: Word of mouth

Both usage intensity ( = .60, t(120) = 8.13, p < .000) and engagement ( = .42, t(120)

= 5.28, p < .000) predicted word of mouth promotion. Usage intensity explained a

significant proportion of variance, R² = .39. F(1,120)= 25.37, p < .000, and so did

engagement, R² = .22. F(1,120)= 11.78, p < .000).

27

(red) effects of framework. Constructs coloured red have no significant effects on both usage intensity and engagement.

Gratification Participation Brand Loyalty

Content Oriented

Functional Value

Relationship Oriented

Hedonic Value

Self Oriented

Social Interaction Value

Perceived Health

Brand Interaction Value

Self-Concept Value

Motivation

Perceived Physical Health

Perceived Mental Health

External Regulation

Introjected Regulation

Personality

Identified Regulation

Intrinsic Motivation

O C E A N

Engagement

Usage Intensity

Other Psychological Variables

Figure 3. Significant (green) and non-significant (red) effects of framework. Constructs colored red have no significant effects on

both usage intensity and engagement.

Note. * p < .05; ** p < .01 ; *** p < .001.

Brand Commitment

Purchase

Word of Mouth (H8a) .60***

(H8a) .42***

(H1a) .41***

(H1b) .27**

(H1b) .26**

(H1a) .18*

(H5) .38***

(H5) .29***

(H2a) .22*

(H2a) .52***

(H2b) .27***

(H3) .35***

(H4) .22*

(H5) .29***

(H7) .43***

(H8c) .68***

(H8c) .47***

(H8b) .54***

(H8b) .40***

28

H8b: Purchase intentions

Both usage intensity ( = .54, t(120) = 7.05, p < .000) and engagement ( = .40, t(120)

= 4.91, p < .000) predicted purchase intentions. Their explained proportion of variance

is respectfully R² = .33. F(1,120)= 19.73, p < .000) and R² = .20. F(1,120)= 10.51, p <

.000).

H8c: Brand commitment

Both usage intensity ( = .47, t(120) = 5.66, p < .000) and engagement ( = .68, t(120)

= 10.17, p < .000) predicted brand commitment. Their explained proportion of variance

is respectfully R² = .21. F(1,120)= 10.92, p < .000) and R² = .46. F(1,120)= 34.64, p <

.000).

Based on these results, we confirmed the hypothesis that higher usage intensity and

engagement predicts an increase in word of mouth promotion, purchase intentions

and brand commitment.

29

Table 4

Final overview of (un)confirmed hypotheses

Hypothesis Confirmed?

H1a Higher functional value of the running app leads to higher usage intensity and

engagement.

H1b Higher hedonic value of the running app leads to higher usage intensity and

engagement.

H2a Higher social interaction value of the running app leads to higher usage intensity

and engagement.

H2b Higher brand interaction value of the running app leads to higher usage intensity

and engagement.

H3 Using running apps as a way to promote yourself leads to higher usage intensity

and engagement.

Partly

H4 A person perceiving his mental and physical health as good is more likely to have

higher usage intensity and engagement

Partly

H5 The more autonomous the user’s goals to working out (i.e. more identified

regulation and intrinsic motivation), the higher usage intensity and engagement.

H6 A higher score on the Extraversion and Conscientiousness subscale leads to higher

usage intensity and engagement.

X

RQ1 Does Agreeableness, Openness to experience and Neuroticism have a relationship

with usage intensity and engagement?

X

H7 Running app usage intensity influences app engagement positively.

H8a Running app usage intensity and engagement influences word of mouth promotion

positively.

H8b Running app usage intensity and engagement influences purchase intentions

positively.

H8c Running app usage intensity and engagement influences brand commitment

positively.

Note: = Confirmed, X = not-confirmed.

30

Discussion

In our study, we analyzed the role running apps can play as a new way to form a

meaningful customer-brand relationship. To this effect, we implemented the uses and

gratification model and adapted the drivers for successful brand fan pages proposed

by Jahn and Kunz (2012), while inserting other psychosocial variables such as

motivation, perceived health and personality in our model. We identified both running

app engagement and usage intensity as important drivers for the customer-brand

relationship. Several significant variables for successful running apps are described.

Based on these results, we can derive several implications for the management of

running apps.

Hypothesis eight stated that usage intensity and engagement to the app were linked

with brand loyalty, as measured by word-of-mouth promotion, purchase intentions

and brand commitment. By confirming this hypothesis, we can draw the first major

conclusion that running apps can be a useful tool for companies in establishing a

relationship with their customers. Brand loyalty is positively affected by both the usage

intensity and engagement towards the app and its wider community. Therefore, we

confirm previous research by Thompson and Sinha (2008), who show that a higher

level of participation in a brand community will lead to brand loyalty. Other research

(Erdoğmuş & Mesut Cicek, 2012) already established that companies may want to

work on creating more engaging and participative applications in order to draw their

customer’s interest. Our research further proves the importance of this

recommendation. This effect is significant, as it shows that running apps can be used

to establish a relationship with a customer and engage them to a brand in a

meaningful way. However, the question remains: what drives a person to use a

running app? We look at our other results to answer this.

First of all, based on our data, we could confirm hypothesis one that valuable

functional and hedonic content of the running app were both important drivers for

getting people to use the app more frequently. This corroborates and expands

31

previous research by Foster et al. (2010) and Sheldon (2008) who found those two

drivers to be important in the use of social media. This implies that runners are likely

to use running apps more if they can derive pleasure from it and it provides them with

adequate information.

However, unlike Jahn and Kunz’s research (2012), our results show that both

functional and hedonic values also predict engagement in a positive way. A number of

reasons could explain this relationship. Firstly, their research was based on simply

liking brand fan pages, distinctive from using running apps since these require more

commitment and effort of the user. Secondly, it is not unlikely that, with our sample

consisting of 88% frequent runners, the users were already using the app for quite

some time and had had enough experience with the app to form a deeper connection

with the brand behind it. Previous research suggested that membership duration in a

brand community is indeed positively associated with brand engagement - meaning

that the longer a person considers himself a member of a brand community, the more

likely he is to be engaged to the brand (Thompson & Sinha, 2008).

What these results suggest is that running app users are more likely to engage in a

brand relationship when the brand offers relevant content, confirming previous

research by Erdoğmuş and Mesut Cicek (2012). This is important because it shows that,

if companies want to attract more users for their running apps, they have to deliver

both interesting and entertaining content to its users. However, as said above, what

constitutes as entertaining and fun (Spillers & Asimakopoulos, 2014) is rather elusive.

Therefore, we urge future, qualitative research to examine these constructs more

closely. We should try to understand what type of content the users value the most

and in what way the application is fun to them.

Secondly, we could confirm hypothesis two that states users who feel connected to

other runners by the running app were likely to use the app more often. This

corroborates previous research (Sherwood & Jeffery, 2000) that states social support

can be a crucial element in determining exercise adherence. The desire for social

interaction proved to be an important motivator for using the app more (Hennig-

32

Thurau, Gwinner, Walsh, & Gremler, 2004). It’s noteworthy that all of the running apps

used by our participants had the ability to connect to Facebook and Twitter to share

runs and goals.

Additionally, social interaction was positively associated with brand engagement. This

implies that runners, who use the app to find likeminded people, see themselves as an

engaged member in the brand community. Not surprisingly, we also found that

runners, who feel they can interact and communicate with the brand, are more likely

to report being an engaged and integrated member of the app’s community. In this

way, we continued and confirmed previous research by Laroche, Habibi and Richard

(2012), who found that brand communities based around social media can have

positive effects on engagement towards a brand. These results imply that runners are

more engaged towards a running app if it enables them to communicate with the

brand or developers.

Thirdly, hypothesis three could only partly be confirmed, as the desire for online self-

presentation was not associated with an increase in the use of the running app.

However, self-presentation was linked to more engagement towards the brand. These

results confirm previous research by Stragier and Mechant (2013), who found that only

community identification, receiving feedback and sharing information positively

influenced posting a workout on Twitter. It seems that building a reputation of a

runner is not a reason by itself why people share their workouts. These results suggest

again that running should be designed in a way that enables runners to easily join

communities and interact with each other.

Fourthly, the inclusion of psychosocial variables only resulted in a few significant

relationships. With regard to perceived health, we could only partly confirm hypothesis

four that physical and mental health is associated with usage intensity and

engagement. Only the aggregated score for mental health was positively associated

with engagement. This construct is based on the same factors as the PCS, but gives

more weight to role limitations due to emotional problems, social functioning and

33

mental health. This could imply that runners who feel mentally healthy are more likely

to use a running app to interact and engage with a brand.

Regarding motivation, there was a clear association between motivation, usage

intensity and engagement, confirming hypothesis five. Runners who have more self-

determined goals (i.e. who exercise for the inherent pleasure), use the application

more often and are more likely to be engaged towards the brand. The association

could however not be found for runners who are extrinsically motivated. This confirms

previous research by Deci and Ryan (2008), who found that self-determined goals lead

to greater persistence in maintaining healthy behaviour.

Concerning personality, we could neither confirm hypothesis seven nor our research

question, as personality traits were not related to usage intensity and engagement

with the running app community. Indeed, none of the five personality characteristics

significantly predicted usage intensity and engagement. A number of reasons can be

given. Firstly, the constructs Agreeableness, Conscientiousness and Openness to

Experience were not reliable and were therefore probably not one-dimensional.

Rammstedt and John (2006) mentioned that the reduction of the BFI-44 questionnaire

to a questionnaire with only two items per personality trait could provide a problem

for the Agreeableness subscale. Additionally, the Conscientiousness scale consists of

two items: one regarding laziness and the other regarding how thorough one does his

job. It’s possible we biased this scale since the majority of participants were frequent

runners and thus less likely to feel lazy, while thoroughness can vary more.

Management implications

Management should view running apps as a new, unique opportunity to establish a

customer-brand relationship. Companies are more and more interested in creating a

brand community and this study shows that running apps can help with that.

As stated above, management should make sure that the running app provides

relevant content and entertainment. Furthermore, by enabling the running app to be

paired with social media, companies effectively turn these apps into interactive

communication channels between users and the brand (Kaplan & Haenlein, 2010; cited

34

in Laroche, Habibi, & Richard, 2012). The inclusion of social media in running apps

clearly has an effect on a firm’s marketing strategy, as it completely shifts from trying

to sell a product to one where establishing a relationship with the user is the number

one priority (Gordhamer, 2009). Thus, from a marketing point of view, the goal of a

running app should be to completely engage users in an active community. Companies

should support and design the app in such a way that facilitates interaction among

users. To this effect, they should try and create a brand community around the app,

creating a sense of belonging in its users. This study confirms previous research by

Laroche, Habibi and Richard (2012), who found that brand communities based around

social media can have positive effects on brand loyalty.

Marketeers should note that our results indicate the way people are motivated, will

influence their use and engagement towards an app. This implies that running apps

should be designed in a way that stimulates runners to think about running as self-

autonomous activity. It could also indicate that, if running apps are too focused on

counting calories and urging people to lose weight, this could have an adverse effect

on the engagement towards a brand. Furthermore, studies have shown that

motivation processes are influenced by self-serving bias (Shepperd, Malone, &

Sweeny, 2008), a tendency where people reject the validity of negative events and

attribute their cause to something external. It’s possible that externally motivated

runners, who fail in the goals they set up, attribute this failure to the running app

instead of themselves. In the end, this could cause them to stop using the application,

which is obviously something to be avoided. We find further evidence for this in

previous research on engagement (Algesheimer, Dholakia, & Herrmann 2005), which

stated that engagement is comprised of multiple components, with some leading to

positive outcomes and others to negative states. By viewing engagement as a double

edged sword, normative pressure and extrinsic goals could lead to a withdrawal from a

brand. Finally, we urge marketeers to remember that previous research indicates

companies should only consider developing a product or service if it’s congruent with

their brand identity, as otherwise it could lead to a gap between brand identity and

brand image (De Chernatony, 1999).

35

Strength and limitations

Our present research makes contributions to the existing literature regarding running

apps. To our knowledge, this study is the first to examine running apps in a uses and

gratification framework. This way, it contributes to the existing literature regarding

running apps by identifying the drivers for running app use.

Nevertheless, this study has some limitations. First of all, since this study was based on

data collected through surveys in a cross-sectional design, we can only demonstrate a

connection between constructs, not the existence of causal relationships. Future,

longitudinal research is needed to fully understand the causal relationships between

the proposed drivers and the other variables. Additionally, qualitative research is

required to further explore what constitutes as an ‘informational’ or ‘fun’ running app.

Finally, the majority of our participants were relatively young (< 34 years) and most of

the participants were from Belgium (84%), urging caution in generalizing these results.

Conclusion

Our findings show that running apps are an effective tool for companies, as they have

measurable effects on the customer-brand relationship. By combining running apps

with social media, companies have a new and unique way to interact with their

customers. This study is a first step in gaining a better understanding why people use

running apps.

XI

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Appendix

Table 5

Internal consistency, average, standard deviation and source of constructs and items

Source Construct α M SD Jahn & Kunz

(2012) Functional value The content of the application is helpful for me 0.88 5.96 0.89 The content of the application is useful for me 6.18 0.74

The content of the application is functional for me 6.10 0.81 The content of the application is practical for me 6.06 0.89

Jahn & Kunz (2012)

Hedonic Value

The content of the application is fun 0.92 5.39 1.25 The content of the application is exciting 4.89 1.26

The content of the application is pleasant 5.25 1.15 The content of the application is entertaining 4.96 1.33

Jahn & Kunz (2012)

Social Interaction Value

I can meet people like me through this application 0.93 3.51 1.84 I can meet new people like me through this application 3.16 1.69 I can find out about people like me through this application 3.60 1.82

I can interact with people like me through this application 3.72 1.82 Jahn & Kunz

(2012) Brand interaction value

I can interact with the brand/developer through the application 0.93 3.48 1.78 I can communicate with the brand/developer through the application 3.45 1.70 I can give feedback to the brand/developer through the application 3.61 1.74

I can get answers from the brand/developer through the application 3.28 1.61 Jahn & Kunz

(2012) Self-concept value

Through the app, I can make a good impression on others 0.93 4.47 1.75 Through the app, I can improve the way I am perceived 4.52 1.67

Through the app, I can present others who I am 4.27 1.68 Through the app, I can present others who I want to be 4.07 1.70

Jahn & Kunz (2012)

Usage intensity

I frequently use the application

0.89 5.30 1.79 I often use the application

5.06 1.88 I regularly use the application

5.19 1.82 Jahn & Kunz

(2012) Engagement I am an active member of this app's community. 0.96 3.17 1.86 I am an engaged member of this app's community. 2.85 1.62 I am an integrated member of this app's community. 2.72 1.51 I am a participating member of this app's community 3.02 1.70

I am an interacting member of this app's community 2.72 1.55 Jahn & Kunz

(2012) Brand attitude In my opinion, this app is good. 0.91 5.89 0.92 In my opinion, this app is positive. 5.95 0.88

I like this app. 5.89 0.96 I think favorably of this app. 5.71 1.17

Jahn & Kunz (2012)

Word of mouth I recommend app to other people. 0.92 5.75 1.19 I introduce this app to other people. 5.21 1.64

I say positive things about this app to other people. 5.52 1.24 Jahn & Kunz

(2012) Purchase I intend to remain loyal to this app in the future. 0.91 5.30 1.43 I will not stop buying/ supporting this app. 4.94 1.56

I think of myself as a loyal consumer of this app. 4.67 1.76 Jahn & Kunz

(2012) Brand Commitment I feel I am part of a community around this brand 0.81 3.38 1.80 I am an active supporter of this brand 4.35 1.79

I interact with this brand 3.87 1.81 Jahn & Kunz

(2012) Brand loyalty Brand Commitment 0.88 3.86 1.53

XI

Source Construct α M SD Purchase 4.97 1.46

Word of Mouth 5.49 1.28

SF12v2 Ware, Kosinski, &

Keller (1996)

Perceived Health 0.71 Physical Functioning 91.73 18.11 Role Functioning Physical 81.29 23.98 Role Functioning Emotional 82.00 21.23 Bodily Pain 81.29 26.16

General Health 65.04 25.10 Vitality 65.35 19.43 Social Functioning 84.06 22.64 Mental Health 73.62 16.98

SRQ-E

Brown, Miller, & Lawendowski

(1999)

Motivation (“I work out…”) External Regulation Because others like me better when I am in shape. 0.79 4.11 1.54 Because it helps my image. 4.60 1.50 Because I want others to see me as physically fit. 4.53 1.62

Introjected Regulation Because I would feel bad about myself if I didn’t do it. 0.65 5.14 1.48 Because I’d be afraid of falling too far out of shape. 5.35 1.35 Because I feel pressured to work out. 3.33 1.72 Identified Regulation Because working out is important and beneficial for my health and lifestyle. 0.70 6.24 0.85 Because it is personally important to me to work out. 5.54 1.33 Because I have a strong value for being active and healthy. 5.45 1.38 Intrinsic Motivation Because I simply enjoy working out. 0.82 5.36 1.66 Because it is fun and interesting. 5.29 1.43 For the pleasure of discovering and mastering new training techniques. 3.79 1.79

BFI-10 Rammstedt &

John (2006)

Personality (“I see myself as someone who…”) Extraversion … is reserved* 0.68 2.75 1.30 … is outgoing, sociable 3.86 1.01 Agreeableness

… is generally trusting 0.45 4.07 0.88 … tends to find fault with others* 3.06 1.02 Conscientiousness … tends to be lazy* 0.20 3.23 1.16 … does a thorough job 3.94 0.90 Neuroticism … is relaxed, handles stress well* 0.60 2.44 1.19 … gets nervous easily 2.98 1.22 Openness to Experience … has few artistic interests* 0.13 3.06 1.30 … has an active imagination 4.14 0.90

Note. α = Cronbach alpha , M = mean, SD = standard devation, * = reverse scored.