• Title/Summary/Keyword: mobile business

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An Empirical Study on the Customer Value Factors Affecting Trust of Mobile Entertainment (모바일 엔터테인먼트의 신뢰에 영향을 미치는 고객가치 요인에 관한 실증적 연구)

  • Lee, Yi-jin;Yum, Chang-sun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.16 no.3
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    • pp.59-71
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    • 2020
  • The purpose of this study is to analyze the relationship between customer value and trust and the effect of trust on loyalty in the field of mobile entertainment. As smartphone use becomes more popular, the mobile business is growing rapidly. In particular, the mobile entertainment industry, such as mobile games and mobile video, is growing faster. This study was based on the main survey had conducted from 25th September 2019 to 7th October 2019 by 300 users who had experienced mobile entertainment applications in the past. Statistical analysis was performed by using the IBM SPSS v.22.0. The analysis results are as follows. First, the utility and quality of utilitarian value, enjoyment and aesthetics of hedonic value, and status enhancing of social value have significantly positive influence on trust. Second, privacy risk of social value have significantly negative influence on trust. Finally, trust has significantly positive influence on loyalty. Based on the results, we discussed the implications for the successful operation of mobile entertainment.

A Study on the Factors of Mobile Applications Adoption (모바일 어플리케이션 수용 요인에 관한 연구)

  • Han, Pil-Koo;Park, Jae-Seok;Jun, Byoung-Ho;Kang, Byung-Goo
    • Journal of Information Technology Services
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    • v.9 no.3
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    • pp.65-82
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    • 2010
  • Mobile applications market has emerged as new business model. The purpose of this study is to analyze the factors of mobile applications adoption. Based on prior studies of TAM and mobile technology/service, service quality, user experience, OS compatibility, self-efficacy, innovativeness, perceived usefulness, perceived ease of use, and cost were identified as affecting factors of mobile applications adoption. According to the results, service quality is significantly related to the perceived usefulness, and self-efficacy and innovativeness are significantly related to the perceived ease of use. User experience was also found to be related to both the perceived usefulness and the perceived ease of use. In case of OS compatibility, it was found to be significantly related to the perceived ease of use, but not to the perceived usefulness. Both the perceived usefulness and the perceived ease of use were found to be related to the adoption of mobile applications. However, cost was not found to be significant to the relationship between the perceived usefulness/the perceived ease of use and the adoption of mobile applications. This study contributes to provide the base of activation strategies and practical implications for mobile applications.

Competition between Mobile Pay and Credit Card Systems (모바일페이사와 신용카드사의 경쟁)

  • Lee, Ying-Ai;Park, Chong-Kook
    • Asia-Pacific Journal of Business
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    • v.9 no.4
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    • pp.49-65
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    • 2018
  • This paper illustrates the competition between the mobile pay and credit card systems by utilizing the theory of two-sided markets. Two firms, as platforms, maximize the profit collecting fees from consumers on one side and from retailers on the other side. Consumers pay to buy goods and services with mobile pay, credit card, or cash. The basic model is one that each platform maximizes its profit. We show that the fees for credit card holders and retailers are higher than the respective costs. The fee for retailers of the mobile payment is higher than its cost, while the buyer's fee may be higher or lower than its cost. Applied model is the one that employs the delegation game model. The total profit of the mobile pay system is composed of its profit and the weighted demand for the mobile pay. It is shown that buyers' fee under the applied model is lower than that under the basic model, resulting in an increase of the demand for the mobile pay. The fee for the retailers rises, albeit the sum of fees for the buyers and retailers falls. The profit for the mobile pay system is increased, while that for the credit card company stays the same.

A Study on Chinese Consumers' Acceptance Intention of Mobile Payment Service: A Theory of Consumption Values Perspective (중국 소비자의 모바일 결제서비스 수용의도 연구: 소비가치 이론의 적용)

  • Yong-Keun Lee;Yuwei Xu;Hye-Young Joo
    • Korea Trade Review
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    • v.45 no.2
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    • pp.157-176
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    • 2020
  • Mobile payment services are evolving into a variety of integrated platforms that greatly affect the lives of consumers. In addition, the importance of mobile payment services is being used as a means of payment in cross-border e-commerce. Accordingly, although a number of related studies have been conducted, most of the studies are based on the technology acceptance model. This study analyzes consumer acceptance intention of mobile payment services by applying consumption value theory. Four dimensions were derived from the theory of consumption value: functional value, emotional value, social value and situational value. With this, we identified the impact on consumer acceptance of mobile payment services. The analysis was performed using a structural equation model. Researchers collected 300 copies of the questionnaire from Chinese consumers and used it for analysis. Empirical analysis shows that functional value, emotional value, social value and situational value are all increasing consumers' willingness to accept mobile payment services. In addition, only social values were showing differences in their influence on the acceptance of mobile payment services with age. This study contributes to the development of the relevant field in that few studies describe mobile payment services by applying consumption value theory.

A Study on the Shopping Life through Mobile Visual Search

  • Tungyun Liu;Sijun Sung;Heeju Chae
    • Asia-Pacific Journal of Business
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    • v.15 no.1
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    • pp.45-69
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    • 2024
  • Purpose - To examine the influence of mobile visual search as a strategic technology service on consumer perceived economic value and customer commitments, which in turn affect consumer's usage intention of mobile visual search. This study also explores the moderating effect of different levels of consumer online shopping orientation. Design/methodology/approach - One-by-one open-ended in-depth interview was first undertaken to 15 Korean consumers to figure the features of mobile visual search. Then a conceptual model was built to verify the hypotheses that indicate the impact of mobile visual search on consumer perceived economic value and customer commitment, which further influence consumer's usage intention. Findings - The results show Convenience, Information quality, Personalization, Text-free search interface design and Visual communication of mobile visual search positively influence consumer perceived economic value and customer commitment and in turn positively affect consumer's usage intention. Moreover, the different levels of consumer online shopping orientation also found to have different effects on consumers' perception and behavior of using mobile visual search in online fashion shopping. Research implications or Originality - The present study verified that mobile visual search is a service tool that consumers want to use in the online fashion shopping journey since it provides economic benefits.

5An Empirical Study on effect between Mobile Device Property and Customer Satisfaction (이동전화단말기 속성이 고객만족에 미치는 영향에 관한 실증적 연구)

  • Choi, Seung-Il;Kim, Dong-Il
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.5
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    • pp.1856-1862
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    • 2010
  • Last rapidly changing mobile handset market in many industries, as well as market conditions affect the prevalence of various content types of consumer spending in general is affecting. Changes in mobile handset market by separating the various consumer-tier analysis, or differentiated in consumers' purchasing behavior are being reflected in the property analysis and overview of customer satisfaction can be assessed by measuring. These mobile devices and the purchase of the devices to investigate the tendency to analyze and weigh the various content industries, you can see how important one can be considered. The development of mobile communication systems and wireless internet and multimedia applications can lead the industry accelerated. In this study, tried to investigate that the mobile communication systems in consideration of the special form of mobile handsets, and customer satisfaction of mobile phone handsets, and the relationship between customer loyalty. Outcome of this study, the mobile properties and the mobile handset brand, price, design and related details to be statistically significant variables were analyzed. In this study, the characteristics of future mobile handset market with a wide range of content-based guidelines for the development of the industry is expected to be able to provide.

A Study on the Evaluation Model of IT Service Quality: concentrated on the Quality Components in Mobile Communication Service (IT서비스의 품질평가 모델 : 이동통신 서비스의 품질 구성요소를 중심으로)

  • Sim, Jong-Sub
    • Korean Business Review
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    • v.17 no.2
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    • pp.203-228
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    • 2004
  • This dissertation investigated the evaluation model of IT Service quality: concentrated on the quality components in mobile communication service. Today, mobile communication service is changing dramatically. The first and second generation's mobile communication services were designed for voice and SMS(Short Message Service). However, while the mobile communication industry grows, the mobile technology made more services available for customers. Customers' changing needs brought a new opportunities to the market. Now, mobile communication service is facing a new era as multi-functioning, multimedia service, and high speed data transfer service are being introduced. There has been a lot of theoretical literature on service quality components of mobile communication, but most of the literature was focused on the voice service and SMS(1st and 2nd generation). As mobile communication service evolves, the components may have to be altered or rebuilt. To identify which service quality components ought to be utilized, prior studies on service quality components, service quality, and customer satisfaction were reviewed. Also, a survey was conducted on the various aspects of mobile communication service. This study suggests 6 components of service quality: those are supporting facilities, cellular phone(facilitating goods), quality of the voice service(explicit service), supplementary services, supporting services, and cost. Empirical results supported that all of these components are proven as the service quality components, but, with regards to customer satisfaction, only cellular phone(facilitating goods) and supplementary services are effective. As previously stated, the relationship between service quality and customer satisfaction is also proven. This study is a point of departure for the success of upcoming generation's mobile communication service. It identifies what is valuable from the customer's point of view. Furthermore, it suggests some ideas to prepare for future market opportunities.

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What Happens When Games Users Have a Tool to Play Better: The effect of mobile accessibility to game user's usage duration and game involvement

  • Lee, Bo-Gyeong;Jeon, Seong-Min
    • 한국벤처창업학회:학술대회논문집
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    • 2017.04a
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    • pp.51-51
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    • 2017
  • In the domain of IS, game was used as a tool to enhance the results of decision making, education and more. In another stream of research, researchers focused on revealing the motive of people playing games. This study focuses on the effect of the tool; increased accessibility via mobile, to online game using patterns and behaviors. Due human reaction towards competition, technology acceptance and the online game's gambling traits, it is expected that the increased mobile accessibility (tool) will increase and intensify the game playing behavior. Also, it is expected that the in-game purchase will increase as well. In depth interview with both game service providers and players is planned to confirm that the mobile version acted as a tool to increase accessibility, rather than a additional game. Survey along with an interview is to be conducted to find relevant play and spending patterns if they are to exist.

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Studying Business Strategies in a Total Payment Service Market through Mobilians Case (모바일 결제 서비스 시장의 성공요인 분석과 나아갈 방향 모색: [주]모빌리언스[Total Payment Service Provider]사례 중심으로)

  • An, Ji-Hyeon;Yun, Sang-Won;Lee, Mi-Yeong
    • Journal of Digital Convergence
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    • v.4 no.2
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    • pp.127-142
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    • 2006
  • This paper uses a Mobilans case based on software system to derive the results of our study. Recently, the mobile phone payment entered its matured stage and became most frequently used payment method in all internet sites. And, in order to prepare for the future ubiquitous market, every mobile phone payment methods has different speed of development, market status and target segments in the market. This paper also discusses about the background and current status of Korean mobile phone payment market using SMS(Short Message Service) to purchase items on internet which is growing sharply every year. Also, we try find the key factors to succeed in this growing market. In addition to safety, delayed payment and the immediateness for use of mobile phone, we also suggest that a highly developed hardware system is an additional factor under the increased demands for the convenience with various applications.

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A study on the effect that customer's satisfaction comes up to Number Portability (고객의 만족도가 번호이동성제도에 미치는 영향에 대한연구)

  • Jung, Kyung-Hee;Cho, Jai-Rip
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2004.05a
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    • pp.81-85
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    • 2004
  • This study analyzes strategy and main contents between each business market by mobile phone Number Portability. And, grasps what each mobile company customer satisfaction factors is effected on mobile phone Number Portability and estimates relative importance about the factors and understand counter strategies by these factors. Concretely, this paper searched the important quality factor by frequency analysis, factor analysis, regression analysis and path analysis etc. And The sample data is subscriber using mobile communication service of the existing mobile communication company (SKT, KTF, LGT)

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