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Market analysis of sports apps What are the problems with sports apps?
With the continuous development of wireless communication networks and the rapid growth of mobile devices, smart phones have become an important tool for consumers. The development of smart phone functions has surpassed the basic communication needs and gradually become an extension of users' personalized image-expressing their attitudes, emotions and interests through entertainment, fitness, shopping and social APP use.

In the process of using mobile APP, driven by the interaction of different functions, the emotional involvement of users can easily be maintained at a high level, and the use behavior is further strengthened. Among many types of apps, running app represents the development status of existing sports applications and sports events to some extent because of its small space limitation, perfect function development and many beneficiaries.

APP can increase the frequency of users' running activities, make them healthier, more energetic, adhere to sports behavior for a longer time, and motivate others to complete sports and lose weight. Running APP can promote behavior change and reduce the risk of non-communicable diseases, which is a very useful tool to improve self-awareness and monitoring ability.

Therefore, based on the perspective of user experience, this paper combs the existing literature of running app, finds its functional limitations, actively seeks solutions, and gives suggestions for future sustainable development. Based on the detailed analysis of the existing literature, the functional limitations of running app mainly focus on five aspects: low accuracy of recording data, homogeneous goal setting, single social way, vague positioning of reward mechanism and scientific information push to be verified.

The accuracy of recorded data is not high.

At present, all running apps have the function of recording sports data, but the accuracy of these software recording data needs to be improved. Kinematics experts pointed out that "the current sports APP, whether it is step counting or heat recording, is different from the data tested by professional instruments." According to Mitish. Patel, because the number of steps is an important part of these devices and applications to measure physical activity, including calculating distance or calories burned, its accuracy is very important.

Homogeneity of goal setting

Most running apps focus on the development of goal setting function, and the role of goal setting in awakening and maintaining sports motivation is more obvious. Setting sports goals is helpful to develop sports habits and sports awareness. The development of goal setting presents an obvious homogenization trend, mostly focusing on the form of running distance and running time. According to the user experience theory, multi-sensory participation and various forms of stimulation can increase users' positive emotions.

Socially single.

The combination of APP and social media-participants will share their physical achievements through social media is a typical feature of APP function. TimHarries and others' research on the effectiveness of mobile APP in increasing adult physical activity shows that accepting social feedback and self-feedback can produce higher walking steps than no feedback, but there is no significant difference between the first two steps. Consolvo et al. (2006) found that participants who share information with others are more likely to achieve their goals than individuals, and the influence of social media provides considerable potential for healthy behavior changes. At present, the people who participate in APP are scattered, the crowd is relatively unfamiliar, the social activity is low, and communication is not smooth, which is an important factor restricting APP socialization.

Fuzzy positioning of reward mechanism

The virtual reward function of running APP refers to the release of virtual items after running time, intensity and distance have accumulated to a certain amount, which represents the improvement of sports level. Users have different views on the application of reward function. Some researchers believe that APP tendency and symbolic virtual rewards have little effect on actual exercise. APP rewards are mostly concentrated in grades, medals, red envelopes and other forms. Long-term mode reward mechanism leads to rigid user experience, while internal rewards such as self-breakthrough are underdeveloped, resulting in insufficient external positioning and internal incentives.