References
- E. T. Oh, V. Kumaran and S. Gupta, "A Study on the Relationship between Health Promotion and Intention of Continuous Use Through Mobile Fitness Application," The Korean Journal of Sport(TKJS), Vol. 18, No. 3, pp. 339-349, Mar 2010. https://doi.org/10.46669/kss.2020.18.3.031
- S. R. Kim, "Legal Tasks and Prospects of the Fourth Industrial Revolution and the AI Era," Journal of theLaw Revie(LR), Vol. 70, No. 2, pp. 21-57, June 2018.
- S. Y. Lee, "A Study on the Utilization and Strategies of Gamification in Sport Brand Apps," Journal of the Korean Society of Design Culture(JKSD), Vol. 24, No. 4, pp. 277-289, Dec 2018. https://doi.org/10.18208/ksdc.2018.24.4.277
- W. B. Kyoung, "A Study on Information Attitude, Brand Attitude, Usage Satisfaction, Brand Image and Brand Loyalty of YouTube Sports Contents Viewer," International Journal of Internet, Broadcasting and Communication(JIIBC), Vol. 12, No. 3, pp. 206-212, Dec 2020.
- Z. D. Hou and C. Y. Choi, "Research on Influencing Factors of YouTube Chinese Vdeo User Subscription Motivation: Centered on the Censydiam User Motivation Analysis Model," International Journal of Internet, Broadcasting and Communication(JIIBC), Vol. 11, No.3, pp. 95-105, Nov 2019.
- 2023 Mobile Health and Fitness App Market Insight. https://www.newswire.co.kr/newsRead.php?no=967595.
- Google Play. https://play.google.com/store/games?hl=en_US.
- C. Sun, I. Kwon, and H. Gao, "Research on Consumers'Preference of Museum cultural Commodities Based on Kano Model," The Journal of Communication Design(JCD), Vol. 78, No. 2, pp. 228-239, Jan 2022.
- S. C. Lee and W. Soung, "Analysis and Research on User Demand of Mortise and Tenon Toys Based on KANO Model," The Journal of Korea Institute of Design Research Society(KiDRS), Vol. 8, No. 2, pp. 9-21, Jun 2023. https://doi.org/10.46248/kidrs.2023.2.9
- J. Lee and D. H. Ham, "User-Centered Analysis of Functional Requirements of Navigation SystemsBased on the Kano Model," The Journal of Integrated Design Research(IDR), Vol. 14, No. 3, pp. 9-18, Aug 2015. https://doi.org/10.21195/jidr.2015.14.3.001
- E. T. Oh, "A Study on the Relationship between Health Promotion and Intention of Continuous Use Through Mobile Fitness Applicationl," The Journal of Korean Journal of Sport(KJS), Vol. 18, No. 3, pp. 339-349, Sept 2015. https://doi.org/10.46669/kss.2020.18.3.031
- D. Y. Kim and Y. S. Choi, "A research on fitness mobile application screen design based on gamification," The Journal of Korean Journal of Sport(KJS), Vol. 18, No. 3, pp. 339-349, Apr 2017.
- K. E. Lee and D. R. Chang, "A Study On Engagement Branded Gamification For The Metaverse Space," A Journal of Brand Design Association of Korea(BDAK), Vol. 19, No. 2, pp. 277-289, Jun 2021.
- S. Y. Lee, "A Study on the Utilization and Strategies of Gamification in Sport Brand Apps," A Journal of the Korean Society of Design Culture(KSDC), Vol. 24, No. 4, pp. 277-289, Dec 2018. https://doi.org/10.18208/ksdc.2018.24.4.277
- F. F. Zhang and S. W. Han, "An analysis of Utilizing Gamification of Language Apps to Improve Learners Flow," A Journal of Communication Design(JCD), Vol. 24, No. 4, pp. 277-289, Dec 2018.
- Y. H. Kim, H. Lee and J. Lee , "The Structural Relationship among Gamification Elements in Sport Brand Apps, Brand Experience, Brand Engagement and Continuous Use Intention," A Journal of Sport Management (JSM), Vol. 28, No. 3, pp. 36-55, Jun 2023. https://doi.org/10.31308/KSSM.28.3.36
- D. Y. Kim and Y. S. Choi, "A research on fitness mobile application screen design based on gamification," A Journal Korean Society of Basic Design & Art (SBDA), Vol. 18, No. 3, pp. 19-37, May 2017.
- Y. K. Li, "A Study on the Application of Gamification in Fitness Apps Based on Octalysis Framework," A Journal of Brand Design Association of Korea (BDAK), Vol. 20, No. 4, pp. 59-70, Nov 2022.
- Survey on functional requirements of Gamification elements in Fitness Apps, https://forms.gle/uQ2Mtw7LxxVmjyybA
- J. M. Na, "Integrating SERVQUAL and Kano's Model into Quality Function Deployment for Delivery Application Service Excellence Development," A Journal off Sciences , (AJS), Vol. 44, No. 4, pp. 103-121, 5 May 2020. https://doi.org/10.17086/JTS.2020.44.4.103.121
- Y. H. Kim, H. J. Lee and J. Lee, "An Analysis of Customer Perception on the Sports Product Quality using Kano Model : Focusing on Baseball glovet," Journal of Korean Physical Education Association for Girls and Women , (AJS), Vol. 36, No. 2, pp. 47-60, June 2022. https://doi.org/10.16915/jkapesgw.2022.6.36.2.47