• Title/Summary/Keyword: Mobile IS Success

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User Behavior of Mobile Enterprise Applications

  • Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.10 no.8
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    • pp.3972-3985
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    • 2016
  • Organizations have been implementing mobile applications that actually connect to their backend enterprise applications (e.g. ERP, SCM, etc.) in order to increase the enterprise mobility. However, most of the organizations are still struggling to fully satisfy their mobile application users with the enterprise mobility. Even though it has been regarded as the right direction that the traditional enterprise system should move on, the studies on the success model for mobile enterprise applications in user's acceptance perspective can hardly be found. Thus, this study focused not only to redefine the success of the mobile enterprise application in user's acceptance persepective, but also to find the impacts of the factors on user's usage behavior of the mobile enterprise applications. In order to achieve this, we adopted the Technology Acceptance Model 2 (TAM2) as a model to figure out the user's behavior on mobile applications. Among various mobile enterprise applications, this study chose mobile ERP since it is the most representing enterprise applications that many organizations have implemented in their backend. This study found that not all the constructs defined by Davis in TAM2 have a significant influence on user's behavior of the mobile-ERP applications. However, it is also found that most social influence processes of TAM2 influence user's perception of the degree of interaction by mobile-ERP applications.

A Study onThe Success factors of Mobile Games (모바일게임의 성공요인에 대한 연구)

  • Kim, Do-Goan;Nam, Su-Tae;Jin, Chan-Yong
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2014.05a
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    • pp.189-191
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    • 2014
  • Todays, with the spread of Mobile devices, game industry has experienced the change of supply chain structure and paradigm. Breaking the traditional supply chain of game industry, mobile games of App. markets provide alternatives or threats against traditional game industry. With the mobility as a strongpoint, mobile games have their own characteristics such as convenience, easy of use and simplicity comparing PC games or other games. In this point, this study is to find success factors of mobiles games through the analysis on the highly ranked favorite games according to the types of mobile games.

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A Hierarchical Evaluation for Success Factors of the Mobile-Assisted Language Learning Using AHP

  • Kim, Gyoo-mi;Lee, Sang-jun
    • International Journal of Contents
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    • v.13 no.3
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    • pp.25-31
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    • 2017
  • With tremendous advancement of information and communication technologies, mobile learning systems have been widely adopted in language learning contexts, and several frameworks have been developed for identifying and categorizing different factors of mobile-assisted language learning (MALL). However, pre-existing frameworks have limitations when evaluating the importance level of criteria. The purpose of this study is to develop a comprehensive hierarchical framework for identifying and categorizing success factors of MALL and prioritizing them according to the importance level. To do that, AHP method is used to quantitatively estimate weight values of MALL criteria. Results reveal that the priority of MALL criteria is ordered as follows: content, system, learner, language learning. Local weights of each criterion are also analyzed; for example, usefulness, accuracy, and authenticity are critical factors for improving MALL contents. Ease of use and mobility of MALL systems are also considered more critical than other systematic factors. In addition, availability of immediate feedback and self-directness has the highest weight values of importance. The findings of the study are discussed regarding hierarchical orders of MALL criteria and conclude that successful MALL implementation may be achieved if related elements are diversely measured and evaluated. Pedagogical implications and suggestions for further research are also presented.

Cultivation Marketing and Effect Measurement for Improving Sale and Retention of Additional Service Product of A Mobile Telephone Company (이동통신사의 부가서비스 상품 판매와 유지 증대를 위한 Cultivation 마케팅과 성과측정)

  • Chun, Heui-Ju
    • Korean Management Science Review
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    • v.26 no.3
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    • pp.11-21
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    • 2009
  • In this paper, we proposed some valuable analysis results of cultivation campaign marketing in A mobile telephone company. The cultivation campaign marketing is a new outbound TM campaign strategy composed of 4 steps for new subscribers. During the analyses, attrition rate of A mobile company, outbound TM rejection rate, contact rate/call success rate and additional service attrition rate after subscription are measured as an effect of cultivation campaign. The results showed that there were no statistical significance in improving retention rate between customers experienced 4 step cultivation campaign and control group. However, the cultivation campaign had a better effect on improving response rate and success of selling additional service product of mobile company compared to general selling campaign. This is because cultivation campaign group had been taking care of from subscription time. It is suggested that cultivation campaign had better confined customers more likely to buy additional service to outbound TM for the sake of financial efficiency.

An Empirical Research on Success Factors of One-person Creating Company of Mobile App Industry in the Busan Region (부산 모바일 앱 산업 분야의 1인 창조기업 성공요인에 관한 실증연구)

  • Cheon, Phyeong-Uk;Chung, Dong-Seop;Ock, Young-Seck
    • Journal of Korea Multimedia Society
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    • v.16 no.8
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    • pp.982-993
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    • 2013
  • Currency crisis, in order to solve the problem of the polarization of economic and serious youth unemployment rate, to prepare for the smart new economic era, and like to support and nurture the one-persion creating company of mobile app industry of central and local government people policies are underway. To be able to contribute to the establishment of the success of mobile app One-person creating company, to target the mobile app One-person creating company int the Busan region, we conducted an empirical study of success factors, and thus, support these solutions, more effective and efficient in an attempt to try to seek the support measures, was carried out this research. In this study, results derive a research three hypotheses about the success factors of One-person creating company through literature discussion, were investigated on the basis of empirical data of the mobile app one-persion creative company of Busan region of 51 individual, establishment of company period is longer, the number of organizations employee is large and attract a lot of external funds, and was able to find the tendency of more entrepreneurs receives an education, may increase an outcome of business. In this study, it is possible to obtain the policy implications as follows. First, to attract investment funds and attract government funding to support the funding of One-person creating company, it is necessary to pay attention more. Second, policy founder to an education about the management on an ongoing basis is needed than the education of marketing and technology for human resources development. Future, you will be able to expand across the country study company, we have established a policy of mobile app industry of national dimension, in this foundation, will be expanded to all industries.

Market Success factors of Mobile Games: Differences by Genres and Changes over Time (모바일 게임의 시장 성공 요소: 게임 장르별 차이와 출시 후 시간 경과에 따른 변화)

  • Yi, Sang-Yoon;Kim, Moon-Yong;Han, Sung-Don;Ahn, Jae-Hyeon
    • Information Systems Review
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    • v.10 no.3
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    • pp.21-38
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    • 2008
  • After the introduction stage, Korean mobile game market is approaching to the growing stage leading mobile contents market. The environment for the mobile contents business is getting better by the expansion of the 3G mobile networks and the enhancement of the mobile devices. In this research, at a content level, not a service level, market success factors of mobile games and the differences by genres and their changes over time were investigated through the analysis of the real market data of mobile games launched by a Korean mobile carrier. The most important factors for market success, especially for the genres of RPG/Tycoon/Simulation and Shooting/Action/Arcade, were found to be the 'design' factor and its effect turned to be getting stronger as time goes by after the launch. Consumers' purchase rate was actually higher for the mobile games of popular genres or in relation with socially popular subject matters. Also 'design' and 'creativity' factors which are related to the quality of contents, have gotten more important over time. One of the most interesting results was that there existed a "blue ocean" genres like Sports/Racing/Leisure which had a steady demand but not many competing games. In the analysis of the 'convenience' factor, one interesting implication for mobile game producers was that there exists a trade off between the ease of initial adoption and the steady sales of a mobile game.

Mobile IS Success in Mandatory Usage Context : The Role of Compatibility with Work (강제적으로 도입된 모바일 정보 시스템의 성공 : 직무 적합성의 역할)

  • Kim, Yong-Young;Ahn, Joong-Ho;Yang, Hee-Dong
    • Journal of the Korean Operations Research and Management Science Society
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    • v.32 no.2
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    • pp.71-88
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    • 2007
  • This study investigates the factors that influence the user's (postal workers') satisfaction with using PDAs in the Korea Postal Services. This study is concerned about the success of IS when employees are mandated to use IS to increase their productivity. The factors examined in this study include independent variables (information quality and system quality), dependent variables (perceived usefulness and user satisfaction), and mediator (compatibility with work). All these factors were found significant for causal relations. We especially notice the role of compatibility with work as full mediator.

Effects of Mobility of PDAs on their Use in Mobile Office Environments (모바일 오피스 환경에서 이동성(Mobility)이 PDA 활용에 미치는 영향)

  • Kang Youn-Jung;Seo Young-Ju;Lee Won-Jun
    • Korean Management Science Review
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    • v.23 no.1
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    • pp.21-41
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    • 2006
  • Given the growing deployment of mobile offices, we need to understand the fectors which affect their successful use and implementation. We in this paper present a parsimonious model which integrates the IS success model and the TAM. The main feature of the model is that it allows one to explore the role of mobility of mobile office systems in determining the level of system usage and dependence. Although the mobility is the key property of any mobile system, there is little research effort exerted to understand how mobility affects the traditional IS factors such as perceived ease of use and usefulness. In addition to the system usage, this model also uses dependence as the dependent variable. This is expected to provide richer understanding of the study context. We collected survey data from 1,614 field service workers of a major domestic electronic company. They use PDAs to retrieve information regarding the specifics of the customer service requests and to report what has been done for each service job. The results from SEM analysis show that mobility improves the perceived ease of use which then leads the field service workers to depend more on the PDA systems. Interestingly enough, however, the workers' satisfaction does not cause more frequent use of the system.

A Study on the selection and estimate of the Mobile Commerce's Success Factor (모바일 상거래의 성공요인 선정 및 평가에 대한 연구)

  • Oh, Gi-Oug
    • The KIPS Transactions:PartC
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    • v.13C no.6 s.109
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    • pp.795-802
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    • 2006
  • The Electronic Commerce with development was advanced information technique in transaction from at the election, and now it is sharply evolving into Mobile Commerce capable of Electronic commerce while the user moves. Mobile Commerce has some feature in Electronic Commerce, but has the different feature. analyzed the feature of Mobile Commerce were carried out, but those were processed according to its location and field only and special of view. This study sought the new characteristic which is different from the existing Electronic Commerce, and took account of the successful factor for Mobile Commerce which includes the position in a user, a developer and an operator. In addition, AHP (Analytic Hierarchy Process) was used in order to evaluate the extract factor applied to each related to through more objective methods. The analysis results identified in this study such as the quality trust and the accessibility to understanding for an content duality might be the one of the chief elements of success in Mobile Commerce which applies at the present.

Evaluation for Critical Success Factors of Mobile Messenger using AHP (AHP를 이용한 모바일 메신저의 주요 성공요소 평가)

  • Kim, Jongwan;Cho, Yang-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.6
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    • pp.1-10
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    • 2017
  • Advanced ICT Technologies support the chance for success in business however there are challenges that should be overcome in messenger development and the overcoming challenges will be a base line for succession in business. In this paper, we identify the characteristics of mobile messengers and evaluate users' preferences using AHP. As a result, we evaluated the critical success factors which are important in mobile messenger development. The results of AHP were generated 0.098 consistency ratio(CR). When the result is less than 0.1 in CR, the result could be accepted as trusted questions. The priority of factors was security(1.409), entertainment(0.19), communication (0.187) then this shows the users concerned in security and entertainment. These are not only development's success factors but also a good milestone to check ICT trends for setting up business chances.