Table 3 Summary of the results for gamified fitness applications.
Hypothesis | Standard coefficient | Critical ratio | p-value | Results |
|---|---|---|---|---|
H1. Hedonic values → Satisfaction | 0.278 | 31.738 | <0.001 | Supported |
H2. User burden values → Satisfaction | −0.220 | −26.347 | <0.001 | Supported |
H3. Expectation-confirmation → Satisfaction | 0.033 | 3.945 | <0.001 | Supported |
H4. Pragmatic values → Satisfaction | 0.019 | 2.149 | <0.05 | Supported |
H5. Social values → Satisfaction | 0.112 | 13.278 | <0.001 | Supported |