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    <responseDate>2026-10-15T04:27:03Z</responseDate>
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    <identifier>10.57760/sciencedb.00zlu</identifier>
    <datestamp>2026-08-18T10:20:36Z</datestamp>
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<oai_dc:dc xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
  <dc:date>2026-08-18</dc:date>
  <dc:title>Adolescents&amp;rsquo; Usage of Digital Fitness Equipment</dc:title>
  <dc:identifier>doi:10.57760/sciencedb.00zlu</dc:identifier>
  <dc:language>en</dc:language>
  <dc:description>The panel dataset contains 3,649 observations nested within 474 adolescent middle‑ and high‑school students. Each row represents one participant&amp;rsquo;s record at a specific experimental wave.Row‑level identifierid: Unique identifier for each adolescent participant. Multiple rows share the same id across different waves, reflecting repeated measurements for the same individual.wave: Experimental wave indicator (nine‑wave longitudinal design), denoting the measurement round of data collection.Between‑subject manipulated experimental variables (fixed per participant)gamification: Experimental condition for gamification feature (low / high level, between‑subject manipulation)anthropomorphism: Experimental condition for anthropomorphism feature (low / high level, between‑subject manipulation)intelligence: Experimental condition for intelligent design feature (low / high level, between‑subject manipulation)Demographic and baseline control variables (time‑invariant, one value per individual)gender: Participant&amp;rsquo;s genderage: Participant&amp;rsquo;s chronological agebmi: Body‑mass indexbaseline_pa: Baseline physical‑activity frequencygaming_experience: Self‑reported gaming experienceai_familiarity: Familiarity with AI‑related productsexercise_self_efficacy: Pre‑experiment exercise self‑efficacyexercise_interest: Pre‑experiment interest in physical exercisePerception latent variables: item‑level indicators and composite scoresSuffix _1/_2/_3 denote individual scale items; variables without suffix represent computed composite scores.perceived_usefulness_1, perceived_usefulness_2, perceived_usefulness_3: Three measurement items for perceived usefulnessperceived_usefulness: Composite score of perceived usefulnessperceived_enjoyment_1, perceived_enjoyment_2, perceived_enjoyment_3: Three measurement items for perceived enjoymentperceived_enjoyment: Composite score of perceived enjoymentusage_intention_1, usage_intention_2, usage_intention_3: Three measurement items for usage intentionusage_intention: Composite score of usage intentionOutcome variableusage_duration: Single‑session exercise usage duration for each observation waveManipulation‑check variables: item‑level indicators and composite scoresSuffix _1/_2/_3 denote individual manipulation‑check items; variables without suffix represent composite scores.manipulation_gamification_1, manipulation_gamification_2, manipulation_gamification_3: Manipulation‑check items for gamificationmanipulation_gamification: Composite manipulation‑check score for gamificationmanipulation_anthropomorphism_1, manipulation_anthropomorphism_2, manipulation_anthropomorphism_3: Manipulation‑check items for anthropomorphismmanipulation_anthropomorphism: Composite manipulation‑check score for anthropomorphismmanipulation_intelligence_1, manipulation_intelligence_2, manipulation_intelligence_3: Manipulation‑check items for intelligent designmanipulation_intelligence: Composite manipulation‑check score for intelligent design</dc:description>
  <dc:subject>Digital fitness equipment; Adolescent churn hazard; Utilitarian-hedonic value; Hedonic adaptation</dc:subject>
  <dc:creator>Zeen Wang</dc:creator>
  <dc:rights>RESTRICTED</dc:rights>
  <dc:type>dataset</dc:type>
  <dc:publisher>Science Data Bank</dc:publisher>
</oai_dc:dc>

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