Evaluasi Penerimaan Pengguna Aplikasi Kebugaran Smartphone Menggunakan UTAUT2

  • Anisah Herian Universitas Pembangunan Nasional “Veteran” Jawa Timur
  • Asif Faroqi Universitas Pembangunan Nasional “Veteran” Jawa Timur
  • Tri Lathif Mardi Suryanto Universitas Pembangunan Nasional “Veteran” Jawa Timur
Keywords: Aplikasi Kebugaran, UTAUT2, SEM-PLS, Behavioral Intention

Abstract

Digitalisasi telah menciptakan perubahan besar pada berbagai aspek, tak terkecuali dalam bidang kebugaran dan kesehatan. Aplikasi kebugaran berbasis smartphone semakin banyak digunakan sebagai sarana untuk membantu individu dalam mengelola aktivitas fisik dan kesehatan. Peningkatan kesadaran akan pentingnya gaya hidup sehat turut mendorong pertumbuhan penggunaan aplikasi kebugaran. Namun, tingkat retensi pengguna aplikasi kebugaran masih rendah, lebih dari 75% pengguna berhenti menggunakan aplikasi sejak hari pertama penggunaan. Kemudian masih banyak keluhan pengguna yang menjadi tantangan dalam penerimaan aplikasi kebugaran. Tujuan penelitian ini yakni mengevaluasi faktor yang mempengaruhi niat pengguna aplikasi kebugaran dengan model UTAUT2. Penelitian ini menggunakan metode survei kuantitatif dengan teknik SEM-PLS yang diolah menggunakan perangkat lunak SmartPLS 4. Sebanyak 427 responden berhasil dikumpulkan melalui survei daring yang merupakan pengguna aplikasi kebugaran di kota Surabaya, Indonesia. Hasil penelitian ini menunjukkan bahwa performance expectancy, facilitating conditions, hedonic motivation, price value, dan habit berpengaruh signifikan terhadap niat pengguna dalam menggunakan aplikasi kebugaran, sementara effort expectancy dan social influence tidak menunjukkan pengaruh signifikan. Habit merupakan faktor dominan dengan nilai path coefficient sebesar  0.317, yang menunjukkan bahwa kebiasaan merupakan faktor utama dalam mendorong penggunaan aplikasi kebugaran. Oleh karena itu, pengembang aplikasi disarankan untuk mengintegrasikan fitur gamifikasi, pengingat otomatis, serta program loyalitas yang dapat membentuk kebiasaan penggunaan aplikasi secara berkelanjutan.

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Published
2025-05-08