Research Article
Under Industry 4.0, the Current Status of Development and Trend Sports Industry Combining with Cloud Technology
Table 3
Cognitive analysis of exercise motivation in sports apps.
| Issue | M | SD | % |
| Psychology (43%) | (1) Relax and get happiness and satisfaction | 3.51 | 0.934 | 46.30 | (2) Increase self-confidence | 3.49 | 0.837 | 46.30 | (3) Stimulate life fun | 3.37 | 0.883 | 37.20 |
| Interpersonal interaction (38%) | (4) Meet friends and increase opportunities for interaction with others | 3.36 | 0.928 | 38.90 | (5) Have a sense of belonging in professional sports image | 3.35 | 0.972 | 42.00 | (6) Gain the respect of others | 3.28 | 0.931 | 35.10 |
| Health and fitness (63%) | (7) Improve physical health | 3.96 | 0.861 | 74.00 | (8) Develop exercise habits | 3.76 | 0.849 | 64.90 | (9) Eliminate work and study fatigue | 3.54 | 0.892 | 48.90 |
| Intellect (56%) | (10) Explore new things and satisfy curiosity | 3.46 | 0.904 | 46.80 | (11) Expand sports knowledge | 3.76 | 0.860 | 65.50 | (12) Experience the atmosphere of home sports | 3.62 | 0.879 | 55.30 |
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