• Title/Summary/Keyword: Hedonic model

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Free to Premium in Mobile TV Service: Intrinsic and Extrinsic Motivational Factors Affecting Free Users' Paid Subscription Intention

  • Jaemin Song;Sunghan Ryu;Young-gul Kim
    • Asia pacific journal of information systems
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    • v.33 no.2
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    • pp.318-341
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    • 2023
  • Mobile TV refers to the service that provides live broadcasting and video-on-demand content through a mobile device. In addition to the advertisement as the early-stage revenue model, the paid subscription model has emerged as a more sustainable revenue source for mobile TV services. In this study, with the surveys of 450 free mobile TV users, we examine the motivational factors influencing their intention to adopt a paid subscription model. Results show that three extrinsic motivations, price fairness, subjective norm, and mobile TV utilization, are positively associated with free users' paid subscription intention. In contrast, intrinsic motivations, such as hedonic need, spatiotemporal convenience, and self-efficacy, have no significant influence on the intention. We also found that the expected value is positively associated with attitude toward mobile TV service, also positively influencing the paid subscription intention.

Determinants of Mobile Application Use: A Study Focused on the Correlation between Application Categories (모바일 앱 사용에 영향을 미치는 요인에 관한 연구: 앱 카테고리 간 상관관계를 중심으로)

  • Park, Sangkyu;Lee, Dongwon
    • Journal of Intelligence and Information Systems
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    • v.22 no.4
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    • pp.157-176
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    • 2016
  • For a long time, mobile phone had a sole function of communication. Recently however, abrupt innovations in technology allowed extension of the sphere in mobile phone activities. Development of technology enabled realization of almost computer-like environment even on a very small device. Such advancement yielded several forms of new high-tech devices such as smartphone and tablet PC, which quickly proliferated. Simultaneously with the diffusion of the mobile devices, mobile applications for those devices also prospered and soon became deeply penetrated in consumers' daily lives. Numerous mobile applications have been released in app stores yielding trillions of cumulative downloads. However, a big majority of the applications are disregarded from consumers. Even after the applications are purchased, they do not survive long in consumers' mobile devices and are soon abandoned. Nevertheless, it is imperative for both app developers and app-store operators to understand consumer behaviors and to develop marketing strategies aiming to make sustainable business by first increasing sales of mobile applications and by also designing surviving strategy for applications. Therefore, this research analyzes consumers' mobile application usage behavior in a frame of substitution/supplementary of application categories and several explanatory variables. Considering that consumers of mobile devices use multiple apps simultaneously, this research adopts multivariate probit models to explain mobile application usage behavior and to derive correlation between categories of applications for observing substitution/supplementary of application use. The research adopts several explanatory variables including sociodemographic data, user experiences of purchased applications that reflect future purchasing behavior of paid applications as well as consumer attitudes toward marketing efforts, variables representing consumer attitudes toward rating of the app and those representing consumer attitudes toward app-store promotion efforts (i.e., top developer badge and editor's choice badge). Results of this study can be explained in hedonic and utilitarian framework. Consumers who use hedonic applications, such as those of game and entertainment-related, are of young age with low education level. However, consumers who are old and have received higher education level prefer utilitarian application category such as life, information etc. There are disputable arguments over whether the users of SNS are hedonic or utilitarian. In our results, consumers who are younger and those with higher education level prefer using SNS category applications, which is in a middle of utilitarian and hedonic results. Also, applications that are directly related to tangible assets, such as banking, stock and mobile shopping, are only negatively related to experience of purchasing of paid app, meaning that consumers who put weights on tangible assets do not prefer buying paid application. Regarding categories, most correlations among categories are significantly positive. This is because someone who spend more time on mobile devices tends to use more applications. Game and entertainment category shows significant and positive correlation; however, there exists significantly negative correlation between game and information, as well as game and e-commerce categories of applications. Meanwhile, categories of game and SNS as well as game and finance have shown no significant correlations. This result clearly shows that mobile application usage behavior is quite clearly distinguishable - that the purpose of using mobile devices are polarized into utilitarian and hedonic purpose. This research proves several arguments that can only be explained by second-hand real data, not by survey data, and offers behavioral explanations of mobile application usage in consumers' perspectives. This research also shows substitution/supplementary patterns of consumer application usage, which then explain consumers' mobile application usage behaviors. However, this research has limitations in some points. Classification of categories itself is disputable, for classification is diverged among several studies. Therefore, there is a possibility of change in results depending on the classification. Lastly, although the data are collected in an individual application level, we reduce its observation into an individual level. Further research will be done to resolve these limitations.

An Empirical Testing of a House Pricing Model in the Indian Market

  • HODA, Najmul;JAFRI, Syed Ashraf;AHMAD, Naim;HUSSAIN, Syed Mannawar
    • The Journal of Asian Finance, Economics and Business
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    • v.7 no.8
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    • pp.33-40
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    • 2020
  • The main aim of the study is to test a house pricing model by combining hedonic and asset-based pricing models. An understanding of the relationship between house pricing and its return (the rental income) helps to establish houses as a significant asset class. The model tested the relationship between house pricing (dependent variable) and the house attributes (independent variables) derived from Freeman's framework of housing attributes. This study uses a large data-set of 1,899 sample of new, high-end houses purchased between 2016 and 2019 collected from the national capital region of India (Delhi-NCR). The algorithm was built in R-Script, and stepwise multiple linear regression was used to analyze the model. The analysis of the model proves that the three significant variables, namely, carpet area, pay-off, and annual maintenance charges explain the price function. Further, the model is statistically fit. The major contribution of the study is to understand the key factors and their influence on the house pricing. The model will be helpful in risk assessment in the housing investment and enhance the chances of investment. Policy-makers can use information about the underlying valuation drivers of the house prices to stabilize the market and also in framing the tax policies.

Stage of Service Switching Behavior based on the Transtheoretical Model: Focused on Accommodation Sharing Economy Service (범이론적 모형에 기반한 서비스 전환 행동 단계 연구: 숙박공유경제 서비스를 중심으로)

  • Byounggu Choi
    • Information Systems Review
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    • v.19 no.4
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    • pp.183-209
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    • 2017
  • With changes in information technology (IT), many innovative IT-based services, such as AirBnB, have become popular. Switching behavior toward new and innovative services become a major issue for managers who want to attract many customers. In response, many researchers have investigated why customers switch service providers. However, little research has been conducted on the processes of switching behavior for a hedonic service. To fill this research gap, this study aimed to identify the stages of switching behavior based on transtheoretical model. Furthermore, the factors affecting the service switching behavior in stages were identified on the basis of service provider switching model. This study also hypothesized the customer's switching behavior in accommodation sharing economy service and analyzed it empirically. Results showed that the factors affecting switching behavior differ across five stages. The present results can provide a basis to prevent switching behavior and reduce churn by analyzing the difference in switching behavior among stages. This study also helps managers who want to improve organizational performance by enhancing customer retention capability.

An Adaptive Smart Grid Management Scheme Based on the Coopetition Game Model

  • Kim, Sungwook
    • ETRI Journal
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    • v.36 no.1
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    • pp.80-88
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    • 2014
  • Recently, the idea of the smart grid has been gaining significant attention and has become a hot research topic. The purpose of this paper is to present a novel smart grid management scheme that uses game theory principles. In our proposed scheme, power appliances in the smart grid adaptively form groups according to the non-cooperative hedonic game model. By exploiting multi-appliance diversity, appliances in each group are dynamically scheduled in a cooperative manner. For efficient smart grid management, the proposed coopetition game approach is dynamic and flexible to adaptively respond to current system conditions. The main feature is to maximize the overall system performance while satisfying the requirements of individual appliances. Simulation results indicate that our proposed scheme achieves higher energy efficiency and better system performance than other existing schemes.

A Study on Pricing Model of High-Rise Residential Buildings From the viewpoint of Landmark Factor

  • Sung-Kon Moon;Sang-Hyo Lee;Kyung-Min Min;Joo-Sung Lee;Jae-Jun Kim
    • International conference on construction engineering and project management
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    • 2009.05a
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    • pp.573-578
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    • 2009
  • Previous research on super high rise buildings focused mostly on the use of public space from building plan perspective, survey of residents' satisfaction evaluation, construction technology and structural technology. But little research is done on the economic analysis of landmark factors. The purpose of this study is to find landmark factors that can be quantitatively measured, collect data on super high rise residential buildings in Seoul. Find the intrinsic values of the landmarks, and analyze how these values differ in areas with different densities, i.e. in 3 Gangnam-gus & Yeongdeungpo-gu and in other areas. It is expected that the results of this study can be used to set an appropriate price of super high rise building in consideration of its landmark value in different area

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A Study on the User Acceptance Model of Smartphone (스마트폰의 사용자 수용 모형에 관한 연구)

  • Kwon, Yunsun;Lee, Hyoung-Yong
    • Journal of Information Technology Applications and Management
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    • v.20 no.1
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    • pp.133-148
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    • 2013
  • As network technologies evolve and so-called smart technologies appear, applications of smartphones are being applied in widespread areas. In general, the adoption of smartphones is different from the adoption of information systems. Thus, we tried to find out factors which may affect the user acceptance behavior. However, there have been some academic studies that analyzed the factors that affect user acceptance of smartphones, and their relationships. Under this academic background, we develop a model to examine how smartphones are accepted by users based on technology acceptance model. The theoretical model is validated through an online survey of smartphone users from two universities in Seoul, Korea. The results reveal that the users will have positive attitude towards adopting the smartphone when they perceive that the usage of smartphones is useful. We also find that the perceived usefulness of the smartphone is affected by the perceived ease of use and the media richness. The results also suggest that the perceived ease of use is determined by the self-efficacy whereas the intention to use smartphones is determined bv the perceived usefulness, the self-efficacy, and the attitude toward smartphnes' usage. Theoretical and practical implications are discussed.

A Study on the Applicability of Neural Network Model for Prediction of tee Apartment Market (아파트시장예측을 위한 신경망분석 적응가능성에 대한 연구)

  • Nam, Young-Woo;Lee, Jeong-Min
    • Korean Journal of Construction Engineering and Management
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    • v.7 no.2 s.30
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    • pp.162-170
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    • 2006
  • Neural network analysis is expected to enhance the forecasting ability for the real estate market. This paper reviews definition, structure, strengths and weaknesses of neural network analysis, and verifies the applicability of neural network analysis for the real estate market. Neural network analysis is compared with regression analysis using the same sample data. The analyses model the macroeconomic parameters that influence the sales price of apartments. The results show that neural network analysis provides better forecasting accuracy than regression analysis does, what confirms the applicability of neural network analysis for the real estate market.

Effects of Virtual Model Characteristics of Internet Clothing Shopping Mall on Consumer's Shopping Experience and Loyalty (인터넷 의류쇼핑몰의 가상모델 특성이 소비자의 쇼핑경험과 충성도에 미치는 영향)

  • Suh, Yong-Han;Oh, Hee-Sun
    • Fashion & Textile Research Journal
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    • v.8 no.1
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    • pp.41-47
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    • 2006
  • Motivations to engage in internet shopping as well as traditional off-line shopping include both utilitarian and hedonic dimensions. It is important that online fashion retailers offer the sense of the real shopping experience that offline fashion retailers do. This article is to assess empirically virtual model impact on consumer's online shopping experience. To test hypothesis, an experiment was executed a field study on foreign internet shopping(www.landsend.com). Prior to administering the experiment, a pilot test was conduct among 20 undergraduate students to pre-test for computer system trouble and delay problem. The experiment was conducted to 90 studetns. The participants were instructed to answer all the questons based on their experience when using that particular internet shopping mall. The LISREL 8.50 was used for statistical analysis. The results indicate that the virtual model characteristics such as vividness, customization, and interactivity are important factors in affecting consumer's shopping experience. Online shopping experience have a strong positive effect on shopping mall loyalty.

A Study on the Factors of Individual Acceptance for Online Game (온라인게임의 개인적 수용 요인에 관한 연구)

  • Yoon, Gun-Woo;Kim, Won-Joon;Ryu, Seoung-Ho
    • Journal of Korea Game Society
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    • v.9 no.3
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    • pp.107-119
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    • 2009
  • Online games belong to a technology-oriented service industry that has emerged from the assimilation of game contents and communication networks in the respective realms of culture technology (CT) and information technology (IT). This study examines the individual acceptance of online games as entertainment-oriented technology based on the belief-attitude-intention paradigm and the underlying hedonic and utilitarian motivations. To measure the latent variables influencing the acceptance process, a structured questionnaire was developed based on the existing Technology Acceptance Model. Research model analysis and hypothesis testing were carried out using a structural equation model. Results indicated that latent variables reflecting hedonic and utilitarian characteristics had a significant influence on user behavior in the acceptance of online games. By uncovering the core factors in! fluencing the acceptance of online games and thereby theoretically verifying the latent variables influencing the acceptance of entertainment-oriented technology, this study provides strategic implications for business models by game companies aimed at attracting a large user base and dominating the market.

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