## 5 Discussion  
This study aims to assess the acceptance behavior of Asian seniors regarding fitness apps, focusing on the user experience factors involved. A detailed analysis of the data led to the following conclusions: Firstly, relative advantages, compatibility, and trialability significantly impacted Asian seniors' perceived ease of use of fitness apps, while the effects of gamification and observability on this perception were not evident. Secondly, relative advantages, compatibility, trialability, gamification, observability, and perceived ease of use are all key user experience factors influencing Asian seniors' perception of the usefulness of fitness apps. Lastly, the perceived usefulness and ease of use of fitness apps among Asian seniors positively relate to their intention to use, influencing their actual use behavior. These findings enhance understanding of behavioral or technology acceptance, emphasizing the key factors affecting seniors' acceptance and use of fitness apps. Prior research [76] has shown that the relative advantages of a product or service can positively affect its perceived ease of use and usefulness. Asian seniors can identify these relative advantages and apply them to real-life scenarios, which significantly improves the software's perceived ease of use and usefulness. Additionally, with technological advancements, fitness app algorithms increasingly incorporate adaptive learning technologies that adjust exercise programs based on user feedback and progress [77]. This approach offers older users a more tailored and adaptable exercise experience, further boosting the software's perceived usefulness and ease of use. The significant influence of compatibility on perceived ease of use and usefulness is supported by previous research [64]. Asian seniors are more likely to utilize technologies that they perceive as compatible with their existing knowledge base and for which they have access to the requisite support and resources. It is of paramount importance to extend existing behaviors and familiar technologies in order to enhance the perception of ease of use and usefulness among Asian solder users. The capacity to utilize fitness applications on devices with which they are already conversant can markedly diminish the obstacles to learning, thereby enhancing their perceived ease of use and the value they ascribe to the software. Trialability significantly positively impacts the perceived ease of use and usefulness of fitness apps among Asian seniors, aligning with findings from previous research [78]. This effect is related to self-efficacy, and the ease of trialing fitness apps has been shown to increase the self-efficacy of older Asian users, enhancing their belief that the fitness apps will help them achieve their fitness goals. Additionally, the trialability of fitness apps can provide a positive user experience by reducing the learning curve and offering immediate positive feedback [79], which enhances older users' overall impression of the software. This positive experience further reinforces the perception of the fitness apps' ease of use and usefulness. Gamification plays a driving role in Asian seniors that fitness apps are useful, which is consistent with a study from [PERSON] et al. [80] study that gamification possesses usability and is effective in encouraging behavior change. The gamification of fitness apps can have a positive impact on the health behaviors of older Asian users. These results highlight the importance of an iterative, user-centered design approach in developing gamified experiences. However, the effect of gamification on the perceived ease of use of fitness apps was found to be relatively minor among the senior group. This contrasts with some studies that suggest gamification enhances the appeal and usability of technology and information software by guiding users [81].