| With the development of the Internet and the fitness industry,the emergence of sports and fitness apps has well complied with the public’s demand for exercise and become a new mode of physical exercise.Sports and fitness apps can help you understand fitness related knowledge,share fitness life trends,and record exercise data.In the epidemic era,outdoor sports are limited,so fitness apps have become an important tool to meet the needs of mass sports,improve lifestyle and improve life quality.Since fitness apps only need electronic products such as smart phones and tablets as carriers,fitness apps are convenient and efficient to use,attracting a large number of customers to participate in fitness.At present,many sports and fitness apps in the market focus on the continuous participation and use of users,but there are still problems such as improper operation and poor experience of apps,which make users lose the motivation to interact with developers.Therefore,in order to improve the status quo,users are given the opportunity to improve,value co-creation between users and enterprises is advocated to change the service environment in sports and fitness apps,and the benign interaction mechanism of value co-creation is used to improve product and service quality.This study set up fitness class APP user as the research object,in the perspective of service dominant logic,S-O-R theory,social cognitive theory,social exchange theory as the theoretical basis,introduce service environment,customer experience,create value as the research variables,the service environment is divided into service interaction quality,gaming,customized three dimensions,Customer experience is divided into cognitive experience and emotional experience.Based on this,the influencing factor model of value co-creation of sports and fitness apps is constructed.In this study,literature method,questionnaire method and statistical analysis method were used as research methods.Data were collected by online survey and SPSS25.0 was used for empirical analysis.In the empirical part,descriptive statistics are first used to conduct descriptive statistics on the collected data,followed by reliability and validity analysis to test the feasibility and validity of the scale,and finally,regression analysis is used to verify the assumptions of the model to ensure the reliability of the theoretical model.On this basis,the conclusion is drawn and some suggestions are put forward.The theoretical contribution of the study lies in the combination of the concept of value co-creation with sports and fitness apps,which expands the research field of value co-creation.The study interprets the factors that influence users’ value co-creation behavior and willingness in sports and fitness apps from the perspective of service-leading logic,which can provide a brand new method and perspective for sports and fitness apps to improve service quality.The research finds that service interaction quality,customization and gamification in sports and fitness apps all have a positive impact on users’ value co-creation intention and behavior.From the data,environmental interaction quality has the greatest impact on value co-creation intention,while gamification has the greatest impact on value co-creation behavior.The emotional experience and cognitive experience in customer experience play a partial mediating role in service environment and value co-creation intention.The research suggests that emotional experience should be paid attention to to improve user immersion,and cognitive experience should be paid attention to enhance user learning efficiency.Secondly,the interactive quality of the environment should be optimized to create a comfortable online environment for users and strengthen the quality of interpersonal interaction to meet users’ social needs.Finally,the customization design should be improved to provide users with personalized services,and gamification design should be embedded to provide users with unique user experience. |