• Title/Summary/Keyword: App. Market

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Effects of the Components of Mobile Shopping Apps On Shopping Flow and Continuous Usage Intention

  • Sangwoon BYUN;Jai-Kil KO
    • The Journal of Industrial Distribution & Business
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    • v.14 no.12
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    • pp.11-21
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    • 2023
  • Purpose: This study aims to investigate the impact of mobile shopping app components on shopping flow and the continuous usage intention of the shopping apps in the rapidly growing mobile market facilitated by advancements in the mobile environment. Research Methodology: A survey was conducted, targeting users aged 20 and older with experience in using mobile shopping apps. The responses of 456 participants were analyzed through frequency analysis, exploratory factor analysis, reliability analysis, confirmatory factor analysis, and structural equation modeling. Results: The study found that within the components of mobile shopping apps, enjoyment significantly impacted both shopping flow and the continuous usage intention of shopping apps. The diversity of product assortment had a significant effect only on shopping flow. The usefulness and ease of use influenced on the intention to continue using shopping apps. Conclusions: Based on the findings, it is recommended that shopping app operators try to identify essential components for stimulating user interest and engagement when developing or modifying apps. Additionally, a diverse range of products enhances the shopping experience and drives spontaneous purchases. Furthermore, providing an easy interface and minimizing the effort required, this experience can enhance user perception of its value and sustain consumers' continuous usage intention of the shopping app.

An Empirical Analysis of In-app Purchase Behavior in Mobile Games (모바일 게임 인앱구매에 영향을 주는 요인에 관한 연구)

  • Moonkyoung Jang;Changkeun Kim;Byungjoon Yoo
    • Information Systems Review
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    • v.22 no.2
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    • pp.43-52
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    • 2020
  • The mobile game industry has become the one of the fastest growing industries with its astonishing market size. Despite its industrial importance, a few studies empirically considered actual purchasing behavior in mobile games rather than the intention to purchase. Therefore, this paper investigates the key drivers of in-app purchase by analyzing the game-log dataset provided from a mobile game company in Korea. Specifically, the effects of goal-directed, habitual and social-interacted playing behavior are analyzed on in-app purchase. Furthermore, the recursive relationship with playing and purchasing behaviorsis also considered. The result shows that all suggested factors have positive impacts on in-app purchase in the current period. In addition, the effect of previous habitual playing has a positive impact, but the effect of social-interacted playing and in-app purchase in the previous period have negative impacts on in-app purchase of the current period. These findings can improve our understanding of the impact of game playing on in-app purchase in mobile games, and provide meaningful insights for researchers and practitioners.

The Business Model of IoT Information Sharing Open Market for Promoting IoT Service (IoT 서비스 활성화를 위한 IoT 정보공유 오픈 마켓 비즈니스 모델)

  • Kim, Woo Sung
    • Journal of Information Technology Services
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    • v.15 no.3
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    • pp.195-209
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    • 2016
  • IoT (Internet of Things) is a collective term referring to application services that provide information through sensors/devices connected to the internet. The real world application of IoT is expanding fast along with growing number of sensors/devices. However, since IoT application relies on vertical combination of sensors/devices networks, information sharing within IoT services remains unresolved challenge. Consequently, IoT sensors/devices demand high construction and maintenance costs, rendering the creation of new IoT services potentially expensive. One solution is to launch an IoT open market for information sharing similar to that of App Store for smart-phones. Doing so will efficiently allow novel IoT services to emerge across various industries, because developers can purchase licenses to access IoT resources directly via an open market. Sharing IoT resource information through an open market will create an echo-system conducive for easy utilization of resources and communication between IoT service providers, resource owners, and developers. This paper proposes the new business model of IoT open market for information sharing, and the requirements for ensuring security and standardization of open markets.

Study about Recommended Styling System of Android-based Shopping mall (안드로이드 기반 쇼핑몰의 추천코디 시스템 연구)

  • Lim, Yun-Taek;Kim, Da-Hye;Koo, Min-Jeong
    • The Journal of the Convergence on Culture Technology
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    • v.2 no.4
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    • pp.61-64
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    • 2016
  • As the number of smart phone user is increasing, the on-line shopping malls are actively taking part in mobile market, and accelerating the competition of mobile shopping market. This is a reflection of mobile shopping market growing as huge market. This thesis deals with the growth of mobile market and mobile shopping mall application regarding the clothings which occupy high ratio in mobile market. This study aims to improve customer satisfaction based on more specific customer information, and to increase the satisfaction of both company and customer by lowering the return rate.

A Study on Usability Improvement of Mobile Healthcare Services

  • Kim, Heesun
    • International journal of advanced smart convergence
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    • v.6 no.2
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    • pp.72-81
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    • 2017
  • The developments in mobile technology and the increase in the production of smartphones have led to the growth of the mobile healthcare market. Moreover, the number of mobile healthcare apps is on the rise, and users are benefiting from using healthcare, exercise tracking, and body monitoring apps, as well as they have been searching for health information through mobile health apps. This paper evaluated the usability of a symptom checker application that provides information on diseases, treatment methods, and related hospitals through self-diagnosis of symptoms. Symptom checkers are currently being developed, and are widely used overseas. This paper sought to evaluate the usability of a symptom checker app, and suggested ways to introduce enhancements.

Design of Food Management System Using NFC Tag

  • Lee, Jong-Chan;Bahk, Gyung-Jin
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.5
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    • pp.25-29
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    • 2018
  • As society advances and consumers' perception of food safety changes, the demand for the safety of refrigerated and distributed foods is spreading. In this paper, we build an ICT system that can collect the TTH data from the NFC tag, store it, analyze the food safety level using it. This service platform consists of the temperature monitoring NFC tag attached to individual packaged food, the smartphone with NFC sensor, and the monitoring server with a big data system. Consumers and administrators in this system can easily identify and predict the safety level of individual packaged foods in real time using the provided app on smartphones. In the field of food safety, the use of new technologies such as ICT can create new value by combining with existing food industry in addition to creating new market by new service.

A Study of Talent Recommendation System Using Collective Intelligence (집단지성을 이용한 재능추천 시스템에 관한 연구)

  • Kim, Hyun-ju;Kim, Chang-geun;Lee, Gwang-seok;Hong, Dong-sun
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.635-636
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    • 2014
  • 최근 몇 년간 전세계적으로 모바일 기기의 사용이 급속도로 증가되고 있다. 이는 모바일 App 기반으로 하는 전자상거래 형태의 다양한 변화와 웹과 같은 영향력 있는 모바일 앱 스토어의 성장에 영향을 주었다. 그러나, 수많은 App스토어에 존재하고 있는 애플리케이션은 간편한 추천방법으로 사용자에게 뷰 정보를 제공하여 다수의 사용자는 원하는 아이템을 찾는데 많은 시간과 노력을 기울여야 한다. 이에 본 논문에서는 재능마켓으로 "재능쇼핑"을 위해 집단지성을 기반으로 하는 재능추천 시스템을 제안한다. 이는 집단 지성을 기반으로 사용자의 선호도 정보와 재능정보를 분석 평가하여 구매자에게 재능쇼핑에 대한 아이템을 자동 추천하도록 설계 구현하였다. 따라서 본 논문에서 제안한 시스템은 소비자에게는 맞춤형 구매정보 제공을 가능하게 하며, 오픈 마켓 관리자에게는 구매자의 니즈에 대한 자동분석과 사용자 구매 효율성의 증진이 향상될 것으로 기대한다.

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The Study of Android applications Black Market Analysis (안드로이드 애플리케이션 블랙마켓 조사 및 연구)

  • Lee, YongSub;Jo, Tae-Nam;Seo, Seung-Hyeon;Moon, NamMee
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1106-1107
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    • 2011
  • 개방형 플랫폼이라는 안드로이드의 특성을 이용해 블랙마켓 애플리케이션이 급격히 활성화 되어 불법 애플리케이션이 유통 되고 있다. 불법 애플리케이션의 유통은 마켓의 수익 구조가 파괴되어 개발자들의 개발 의지를 저하시켜 마켓의 활성화를 저해하는 요인이 되며 악성코드 배포의 경로가 된다. 이에 본 논문에서는 스마트폰 애플리케이션을 공식적으로 유통하는 안드로이드 마켓과 비공식적으로 유통하는 블랙마켓 "Blackmart Alpha"의 월별 애플리케이션 등록건수를 비교 분석해 불법 애플리케이션 유통의 현황을 파악하였다. 이는 향후 애플리케이션의 불법적 접근을 사전에 대응하는 방법과 함께 불법적으로 변형된 애플리케이션을 검증할 수 있는 방법 위한 것이다.

Research on the Application of Gamification in Fitness App Based on Kano Model

  • Jing Ren;Chang-wook Lee
    • International Journal of Internet, Broadcasting and Communication
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    • v.16 no.2
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    • pp.136-148
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    • 2024
  • In recent years, public attention to health and wellness issues has increased. The integration of smart fitness hardware and innovative technologies have made the development of smart fitness a trend. The number of fitness applications in the market has surged, and demand for an optimal experience is increasingly high. This study selects Sweatcoin, Home Workout, Six Pack in 30 Days, and Fitness Coach & Diet as research subjects from the top ten global mobile health and fitness apps in 2022 based on download rankings. The research is based on eight gamification elements: motivation, challenge, achievement, relationships, sharing, reward, level, and competition, identified through preliminary studies. We distributed a total of 166 questionnaires to users and collected 163 valid responses for data analysis. The Kano Model was used to study the desires of fitness enthusiasts using fitness apps. To reduce the limitations of the research results, the Better-Worse Method was employed for satisfaction index analysis. Based on the final analysis, we propose suggestions for improvement for the four fitness apps to better meet user needs and create a more attractive and efficient application experience.

Analysis of Indonesia's Digital Industry and the Case of Gojek

  • Namjae Cho;Firti January Anindya
    • Journal of Information Technology Applications and Management
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    • v.28 no.5
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    • pp.17-39
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    • 2021
  • Indonesia's industrial application of digital technology is growing fast, especially in the application of mobile technology. About 1,700 digital startups are sprouting. PT Aplikasi Karya Anak Bangsa is one of those digital startups founded in 2010. This company is widely known, especially in Southeast Asia, for its products and services called 'Gojek' which was launched initially in 2015. Gojek began as a ride-hailing mobile-based application that later evolved into a Super App providing more than 20 different services in one single mobile application. After becoming Indonesian first unicorn company in 2016, Gojek now has become the first decacorn company in Indonesia, worth more than USD 10 billion since 2019. This paper aims to analyzes the technology industry in Indonesia and analyzes Gojek's background and history, its competitive status, and critical success factors. As a conclusion, we provide some advices for future development of Gojek in Indonesia and other countries in Southeast Asia's market. The advices include rebranding its overseas presence and the use of consistent brand identity across countries.