• Title/Summary/Keyword: In-App payment

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A Study on the Prevention of Consumer Problems of Mobile Game In-app Payment (모바일게임 인앱결제 소비자피해 예방을 위한 연구)

  • Koo, Hye-Gyoung;Kim, Min-Ji;Kim, Su-Yeon;Seo, Do-Yeon;Yang, So-Hyeon;Lim, Jeong
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.93-105
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    • 2019
  • This study want to identify problems related to mobile in-app payment from the perspective of consumers and suggest ways to solve them. Three scenarios have been developed to achieve the objectives of this study. This suggests the situation of in-app payment problem that consumers often experience. Then 323 consumers in their 20s and 30s read the scenario, identified the problem in each situation and assessed who was responsible. Consumers were aware of in-app payment problems due to problems with in-app payment readability, problems with app market responsibility, problems with responsibility of game companies, and problems of consumer responsibility. And different consumers had different levels of assessment on the problem of in-app payment. According to the research, consumers have high demand for improvement of the lack of readability in related laws, including strengthening the readability of the in-app payment indicator. In addition, the company confirmed the importance of cooperative efforts by consumers, businesses, and the government due to high consumer expectations for the role of the distribution company App Market other than the content developer game company.

Research on Service Enhancement Approach based on Super App Review Data using Topic Modeling (슈퍼앱 리뷰 토픽모델링을 통한 서비스 강화 방안 연구)

  • Jewon Yoo;Chie Hoon Song
    • Journal of the Korean Society of Industry Convergence
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    • v.27 no.2_2
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    • pp.343-356
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    • 2024
  • Super app is an application that provides a variety of services in a unified interface within a single platform. With the acceleration of digital transformation, super apps are becoming more prevalent. This study aims to suggest service enhancement measures by analyzing the user review data before and after the transition to a super app. To this end, user review data from a payment-based super app(Shinhan Play) were collected and studied via topic modeling. Moreover, a matrix for assessing the importance and usefulness of topics is introduced, which relies on the eigenvector centrality of the inter-topic network obtained through topic modeling and the number of review recommendations. This allowed us to identify and categorize topics with high utility and impact. Prior to the transition, the factors contributing to user satisfaction included 'payment service,' 'additional service,' and 'improvement.' Following the transition, user satisfaction was associated with 'payment service' and 'integrated UX.' Conversely, dissatisfaction factors before the transition encompassed issues related to 'signup/installation,' 'payment error/response,' 'security authentication,' and 'security error.' Following the transition, user dissatisfaction arose from concerns regarding 'update/error response' and 'UX/UI.' The research results are expected to be used as a basis for establishing strategies to strengthen service competitiveness by making super app services more user-oriented.

Design and Implementation of the Authentication System for In-app Billing in Mobile Environments

  • Seok, Ho-Jun;Kim, Seog-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.2
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    • pp.61-69
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    • 2016
  • In this paper, we propose the authentication server system that prevent hacking in In-app billing applications. And we also propose the methods to verify electronic receipt for the payment of internal app payments and to check the integrity of the applications. Then we designed the payment metabolic system that checks between products-offer list and paid subscription if payment system is hacked with new hacking technologies different from existing ones. And then we implemented proposed authentication system and experimented with about 10,000 average internal application payments per an hour. It shows that proposed system has defensive techniques that counter attacks against in-app billing but it takes more than 0.8916 seconds than no-certification system that is considered as relatively short time.

A Study on the Competency Assessment for Smart Phone Based Simple Payment (스마트폰 기반 간편결제 서비스의 확산 가능성 평가 요인에 관한 연구)

  • Jung, Hoon;Lee, Bong Gyou
    • Journal of Internet Computing and Services
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    • v.20 no.3
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    • pp.111-117
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    • 2019
  • We categorize the model of simple payment into Magnetic Secure Transmission, Near Filed Communication, and App Card based on the Focus Group Interview. We also define the key drivers for the diffusion of simple payment services based on the literature review with the experts. Through Analytic Hierarchy Process our finding suggests that the degree of acceptance at the stores is the most critical factor which decides the diffusion of simple payment service model. Security is also the important driver but due to the fact that service providers should follow the information security rule and supervisory guidance, it actually did not make a big difference in terms of assessing competence of each model.

An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.55-66
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    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.

Management Plan for Mobile Contents Bypassing In App Billing Application (모바일 컨텐츠 인앱 결제 우회 애플리케이션에 대한 대처 방안)

  • Lee, Sang-Ho;Shin, Miyea
    • Journal of Convergence Society for SMB
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    • v.5 no.3
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    • pp.21-26
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    • 2015
  • As mobile contents grow up, In App Billing is brisk at applications including mobile contents. But some of users don't pay and use charged content for free to use cheating payment module or hacking through applications. Call this bypass payment. Applications, helping bypass, are Freedom, IAP Cracker, and DNS server suggested by the hacker named Borodin. In case of mobile game, Despite sell a lot of charged content but income is different revenue in sales log with real profits. Because of users using bypass payment application. Management plan to bypass payment are checking OrderID, encrypting public key and verifying receipt.

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Structural Relationships among Tourism Information, Payment Service, Satisfaction, and Intention to Reuse: Focused on the Ctrip APP in China (관광정보서비스, 결재서비스, 만족도, 재이용의도의 구조적 관계: 중국 시에청을 대상으로)

  • Lee, Yanling;Kim, Yeong-Gug
    • Asia-Pacific Journal of Business
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    • v.9 no.2
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    • pp.123-136
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    • 2018
  • The purpose of this study is to investigate the effects of six factors (accuracy, perceived usefulness, perceived ease of use, security, instant accessibility, and ease of use) on re-use intention; and then to help to establish future marketing strategy. In order to achieve the study's objectives, this study conducted an online questionnaire on the Internet, Wenjuanxing. The total of 270 copies through APP-Wechat (Wicket), and 245 were used for analysis. For statistical processing, SPSS22.0 is used to analyze the influence relationship amongst factors for mobile tourism information service, a variety of analysis, such as factor analysis, reliability analysis, mass regression analysis, simple regression analysis were employed. The results of this study are summarized as follows. As a result of analyzing the factors affecting the satisfaction of consumers using chinese Ctrip mobile app, the perceived usefulness and perceived ease of use of mobile tourism information service attributes have a significant effect on user satisfaction. The accuracy of mobile information service were found to have no significant effect on satisfaction. The security, immediacy of access, and usability of the payment service of mobile APP were found to have a significant effect on satisfaction. And customer satisfaction has a significant effect on re-use intention.

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Evaluation of the Usability of Mobile RPG Game In-App Payment Service User : Focused on the Lineage M (모바일 RPG 게임의 인 앱 결제 서비스 이용자에 대한 사용성 평가 : '리니지M'을 중심으로)

  • Kim, Seung-Eon;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.27-38
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    • 2018
  • This paper is designed to propose the contents necessary for updating and developing future mobile RPG game developers through a usability evaluation of Users using In-App Payment Services at Lineage M. This paper conducted a usability assessment for quantitative assessment of users who use in-app payment services for mobile game 'Lineage M'. The tool for usability assessment was surveyed in a questionnaire designed based on 'The User Experience Honeycomb' defined by Peter Morville. These statistical results were then divided into lateral analyses. Through this, it is expected that game developers and planners will be able to find data to help develop new mobile RPG games.

The Effect of Mobile Food Delivery Application Usage Factors on Customer Satisfaction and Intention to Reuse

  • Song, Ye-Eun;Jeon, Sang-Hoon;Jeon, Min-Sun
    • Culinary science and hospitality research
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    • v.23 no.1
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    • pp.37-47
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    • 2017
  • The number of delivery app users and their social impact have increased along with the number smartphone users. Accordingly, the present study attempted to suggest a method to improve the service quality of delivery apps for relevant businesses and researchers by determining the influences of delivery app usage factors on customer satisfaction and reuse intention. The present study distributed and collected questionnaires through on- and offline surveys targeting males and females in their 20s in the Daejeon area. The results of the regression analysis showed that the influence of delivery app usage factors on customer satisfaction was 43.8%, and informativeness, payment and safety, usefulness, and convenience were found to influence the increased satisfaction with the delivery apps. The influence of delivery app usage factors on customers' reuse intention was 37.3%, and among the four usage factors, informativeness and payment and safety were found to be the main factors for increasing the reuse intention. As providing more accurate information is a means to increase customer satisfaction and reuse intention by improving the service quality of the delivery apps, new menus and prices should be rapidly updated.

Adoption of Mobile Peer-to-Peer Payment: Enabling Role of Substitution and Social Aspects

  • Clement Jun Feng Lim;Byungwan Koh;Dongwon Lee
    • Asia pacific journal of information systems
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    • v.29 no.4
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    • pp.571-590
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    • 2019
  • Despite the growing amount of mobile peer-to-peer (P2P) payment applications available on mobile app stores, these applications are still in their infancy and have yet to see mass adoption. This study aims to explore the factors that influence the adoption of such mobile P2P payment applications by using a large-scale data set based on the tracking of users' actual mobile application usage behavior. Our main findings reveal that the duration of each session that users use of traditional bank application has a significant relationship with their adoption of mobile P2P payment applications. In addition, we explore the social aspect of such mobile P2P payment applications by analyzing their social network applications usage and found that the amount of social network service applications used and usage duration positively impacted one's adoption of mobile P2P payment applications. These findings have important theoretical and practical implications for stakeholders of mobile P2P payment solution providers as well as intermediaries/banks who provide their own payment applications to their customers.