• Title/Summary/Keyword: mobile business

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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.

Determining Uses and Gratifications for the Mobile Games (이용 충족관점에서의 모바일게임 플레이어 유형과 특성 분석에 관한 연구)

  • Han, Kwang-Hyun;Lee, Han-Chul;Kim, Tae-Ung
    • Information Systems Review
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    • v.9 no.2
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    • pp.15-39
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    • 2007
  • Mobile games have emerged as the most innovative entertainment technology, adding new revenue streams, taking advantage of the potential of wireless applications and service offerings. Mobile games, like any other types of computer game, offer a unique value for users in providing an exciting digital experience in virtual worlds. In this paper, we attempt to investigate the demographic factors which play critical roles in determining the level of playing times; classify mobile gamers based on their motives for playing games; and empirically test differences in their demographic factors and mobile game usage. Statistical results show that significant differences in playing times exist, depending upon their age, gender, mobile device, mobile phone usage, mobile game experiences, and preferred games genres. Applying Factor analysis, we have identified Escape, Social interaction, Challenge and Competition, Fantasy, Diversion and Relaxation, Ease of Accessibility as key motivators for playing mobile games. Additional cluster analysis shows that the categorization of gamers, according to their usage habits and the key motivators for playing, can be made as follows: Multi-gamers, Communication-focused gamers and Mobile active-gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

Exploring the Determinants of Job Satisfaction and Mobile Productivity amidst COVID-19 (코로나19 상황에서 직무만족도와 모바일 생산활동: 결정요인 연구)

  • Do, Boram;Yoon, Yeo Lim;Kim, Taenyeon;Choi, Jeonghye
    • Knowledge Management Research
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    • v.22 no.1
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    • pp.39-56
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    • 2021
  • In the current knowledge society, mobile devices have become a useful tool for performing work. In the context of COVID-19 which has made digital transformation inevitable, the importance of mobile work behaviors - performing work tasks through mobile devices - is further highlighted. Drawing from the behavioral immune system theory and cognitive appraisal theory of emotions, this study proposes that individual workers' concern about getting infected by COVID-19 will be negatively related to job satisfaction but positively related to mobile work behaviors. We further propose that leaders' communality and agency trait will be positively related to both job satisfaction and the increase of mobile work behaviors. Analyses of a matched dataset comprising survey data and mobile application usage data from 407 workers showed that their leaders' agency and communality were significantly related to the workers' job satisfaction. However, their mobile productivity was significantly related only to the communality of their leaders. The results of this study will provide useful theoretical and practical implications for researchers and managers who aim to understand and promote the technology adoption and knowledge productivity of workers in a pandemic situation.

Analysis of Security Threats from Increased Usage of Mobile App Services (모바일 앱 서비스 이용 증가로 인한 보안 위협 분석)

  • Choi, Heesik;Cho, Yanghyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.14 no.1
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    • pp.45-55
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    • 2018
  • Recently, because the arrival of the fourth industrial revolution era, many information and telecommunication services have grown rapidly in the mobile business market. So, companies are based Mobile Apps on user customized services and expanding their services. From the standpoint of the business, to generate revenue, the company needs to maintain the existing current computer environment and develop Mobile Apps to offer convenience in various areas such as finance, admiration, e-commerce and sales support. However, as the number of users increase due to expansion of various Mobile services, security threats that are related to Mobile Apps are increasing and its damage is also increasing. Due to the rapid technological transformation of Mobile devices using the Internet, the level of security threats to Smartphones are rising and getting more advance, so this thesis is structured as follows. In Chapter 2, it will look at the overall trends of Mobile Apps as related research. In Chapter 3, it will discuss various security concerns that related to the latest Mobile Apps and learn about the threatening factors. In Chapter 4, it will compare and analyze the threatening factors. Then it will find and suggest the possible plan. In Chapter 5, it will end with conclusion. Finally, to protect mobile devices from security threats, the environment of operating system which manages the resources and data of Apps needs to be protected. Also, it is important that users to have awareness and check activation FinTech technology security in the process of simple payment with fingerprint or IC card.

A Study on the Differences in Perception of Mobile Payment System Characteristics by User Characteristics

  • Liu, Rui-xue;Yoon, Jong-soo
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.4
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    • pp.183-191
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    • 2022
  • Thanks to various characteristics of mobile payment system, many users can easily purchase various products anytime, anywhere, free from time and place restrictions. In this respect, this study attempted to investigate how the perception of mobile payment system's characteristics (security, compatibility, efficiency, economy, reliability) varies depending on the characteristics of mobile payment system users (demographic characteristics, usage characteristics of mobile payment system). The results of the empirical analysis using questionnaires for mobile payment system users in Korea and China say that there are differences in the perceptions of few characteristics of mobile payment system by gender, nationality, age, and usage amount of mobile payment system users. The analysis results of the study are expected to provide implications in various aspects to researchers and practitioners seeking ways for facilitating the usage of mobile payment systems in Korea and China in the future.

An Evaluation Model for R&D in Mobile Convergence Era (이동통신 Convergence 시대에 있어 R&D 평가 모델)

  • Park, Bok-Nyong;Kim, Tae-Gue;Kwon, June-Hyuk
    • 한국정보통신설비학회:학술대회논문집
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    • 2008.08a
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    • pp.336-339
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    • 2008
  • Convergence services are very important to mobile operators in next generation mobile networks. However, mobile operators cannot deal with all convergence services because there are numerous convergence services. Thus, they should select and develop main technologies to provide convergence services which are areas to grow our business. In this paper, we introduce basic technologies to provide convergence services and then present some evaluation models to select an important area and technology.

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An Empirical Study on the Influencing Factors of Perceived Job Performance in the Context of Enterprise Mobile Applications (업무성과에 영향을 주는 업무용 모바일 어플리케이션의 주요 요인에 관한 연구)

  • Chung, Sunghun;Kim, Kimin
    • Asia pacific journal of information systems
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    • v.24 no.1
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    • pp.31-50
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    • 2014
  • The ubiquitous accessibility of information through mobile devices has led to an increased mobility of workers from their fixed workplaces. Market researchers estimate that by 2016, 350 million workers will be using their smartphones for business purposes, and the use of smartphones will offer new business benefits. Enterprises are now adopting mobile technologies for numerous applications to increase their operational efficiency, improve their responsiveness and competitiveness, and cultivate their innovativeness. For these reasons, various organizational aspects concerning "mobile work" have received a great deal of recent attention. Moreover, many CIOs plan to allocate a considerable amount of their budgets mobile work environments. In particular, with the consumerization of information technology, enterprise mobile applications (EMA) have played a significant role in the explosive growth of mobile computing in the workplace, and even in improving sales for firms in this field. EMA can be defined as mobile technologies and role-based applications, as companies design them for specific roles and functions in organizations. Technically, EMA can be defined as business enterprise systems, including critical business functions that enable users to access enterprise systems via wireless mobile devices, such as smartphones or tablets. Specifically, EMA enables employees to have greater access to real-time information, and provides them with simple features and functionalities that are easy for them to complete specific tasks. While the impact of EMA on organizational workers' productivity has been given considerable attention in various literatures, relatively little research effort has been made to examine how EMA actually lead to users' job performance. In particular, we have a limited understanding of what the key antecedents are of such an EMA usage outcome. In this paper, we focus on employees' perceived job performance as the outcome of EMA use, which indicates the successful role of EMA with regard to employees' tasks. Thus, to develop a deeper understanding of the relationship among EMA, its environment, and employees' perceived job performance, we develop a comprehensive model that considers the perceived-fit between EMA and employees' tasks, satisfaction on EMA, and the organizational environment. With this model, we try to examine EMA to explain how job performance through EMA is revealed from both the task-technology fit for EMA and satisfaction on EMA, while also considering the antecedent factors for these constructs. The objectives of this study are to address the following research questions: (1) How can employees successfully manage EMA in order to enhance their perceived job performance? (2) What internal and/or external factors are important antecedents in increasing EMA users' satisfaction on MES and task-technology fit for EMA? (3) What are the impacts of organizational (e.g. organizational agility), and task-related antecedents (e.g., task mobility) on task-technology fit for EMA? (4) What are the impacts of internal (e.g., self-efficacy) and external antecedents (e.g., system reputation) for the habitual use of EMA? Based on a survey from 254 actual employees who use EMA in their workplace across industries, our results indicate that task-technology fit for EMA and satisfaction on EMA are positively associated with job performance. We also identify task mobility, organizational agility, and system accessibility that are found to be positively associated with task-technology fit for EMA. Further, we find that external factor, such as the reputation of EMA, and internal factor, such as self-efficacy for EMA that are found to be positively associated with the satisfaction of EMA. The present findings enable researchers and practitioners to understand the role of EMA, which facilitates organizational workers' efficient work processes, as well as the importance of task-technology fit for EMA. Our model provides a new set of antecedents and consequence variables for a TAM involving mobile applications. The research model also provides empirical evidence that EMA are important mobile services that positively influence individuals' performance. Our findings suggest that perceived organizational agility and task mobility do have a significant influence on task-technology fit for EMA usage through positive beliefs about EMA, that self-efficacy and system reputation can also influence individuals' satisfaction on EMA, and that these factors are important contingent factors for the impact of system satisfaction and perceived job performance. Our findings can help managers gauge the impact of EMA in terms of its contribution to job performance. Our results provide an explanation as to why many firms have recently adopted EMA for efficient business processes and productivity support. Our findings additionally suggest that the cognitive fit between task and technology can be an important requirement for the productivity support of EMA. Further, our study findings can help managers in formulating their strategies and building organizational culture that can affect employees perceived job performance. Managers, thus, can tailor their dependence on EMA as high or low, depending on their task's characteristics, to maximize the job performance in the workplace. Overall, this study strengthens our knowledge regarding the impact of mobile applications in organizational contexts, technology acceptance and the role of task characteristics. To conclude, we hope that our research inspires future studies exploring digital productivity in the workplace and/or taking the role of EMA into account for employee job performance.

The Upbringing Plan of R&D Special Enterprise in Mobile Convergence (모바일 융합 R&D전문기업 육성방안)

  • Kim, Ki-Bong;Kim, Geun-Chae;Choi, Sae-Bom
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.85-92
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    • 2014
  • In recent years, the government has pushed ahead with the convergence and innovation of science technology and information technology in order to realize the creative economy. So, a creative economy ecosystem has been set up to realize the creative economy for small businesses growth and small business happiness. According to proliferation of mobile area taking the lead in the recent IT transition, development of various convergence technologies related to mobile such as mobile Apps, SNS, and big data have been promoted. For realizing government's creative economy, systematic raising plan to create newly value-added market and occupation being considered with developing technology for mobile convergence based on imagination and creativity of small businesses is proposed in this paper.

The Effect of Game Platforms Selection of Mobile Game Firms on Value Capture: Content Qualitative Analysis (모바일 게임개발사의 게임 플랫폼 선택활동이 가치확보에 미치는 영향: 콘텐츠 질적 분석)

  • Bae, Joonheui;Koo, Dong Mo
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.173-184
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    • 2016
  • This research explores strategy for game developers to select platforms in the game industry where are traditional two-sided market focusing on mobile game platforms. We conducted content qualitative analysis by collecting data through contents on online and offline and interviewed four CEO of game developers to secure validity and reliability as well. The results of the research are the following: First, platforms selection factors of game developers are game implementation ability and technical stability, marketing competence of platforms, and profitability creation. Second. the initiative of mobile game platforms has handed over from first generation of mobile games to second mobile games according to their value creation and value capture.

Determinants of the user's Intention to use of Mobile banking (Mobile Banking 사용 의도 결정 요인)

  • Han, Sang-Il
    • The Journal of Society for e-Business Studies
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    • v.10 no.3
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    • pp.135-157
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    • 2005
  • Based on literature relating to the theory of planned behavior(TPB) and the TAM, this study extends the applicability of the TAM in a mobile banking context, by adding one trust-based construct('perceived credibility') and two resource-based constructs('perceived efficacy' and 'perceived cost') and technical suitability constructs to the model, while paying careful attention to the placing of these constructs in the TAM's existing nomological structure. Data collected from 182 users in Korea were tested against the extended TAM, using the structural equation modeling approach. The results strongly support the extended TAM in predicting users intentions to adopt mobile banking. Several implications for IT/IS acceptance research and mobile banking management practices are discussed.

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