• Title/Summary/Keyword: mobile market

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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.

The study of regulation on subsidiary business between mobile carriers and handset manufacturers (이동통신사업자의 제조업 겸업 규제 정책 방향)

  • Kim, Jeong-Tae
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2008.05a
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    • pp.947-951
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    • 2008
  • Subsidiary business between mobile carriers and handset manufacturers has been banned by Korean regulator due to the concern that it may cause the unfair competition in the market. But the opinion that the current regulation has to be consolidated is increasing to follow recent market trends, ensuer the fair competition and increase the users' benefit. In this paper, I analysed trends of the mobile telecommunication market and proposed desirable direction of regulatory improvement.

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Determinants of The Continuance Intention to Use in The Korean 3G Telecommunications Market

  • Kim, Myoung-Soo
    • Asia-Pacific Journal of Business
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    • v.3 no.2
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    • pp.16-22
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    • 2012
  • Korean mobile telecommunications market is shifting from 2G to 3G service. Considering the revenue of voice-based communication has reached its maximum, 3G services can provide telecommunication companies with the opportunity to increase their revenues. As the competition in the market is becoming fierce, mobile carriers are trying to increase their profits by preventing their customers from switching to rivals. In this regard, managing customer can be a key success factor of the mobile telecommunications business by retaining existing customer. In this research, we tried to develop and test a model that aids further understanding of the determinants of continuance intention to use the current 3G service. We conducted empirical study through the analysis of 3G service users' data in Korea. The results indicated that continuance intention to use the current 3G is dependent on the customer's satisfaction with the service quality, handset, and brand image. We hope that analysis results will have significant implications in terms of both practical and theoretical aspects.

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An Alternative to Improve the Interconnection Arrangement of Mobile Communications Market: A Comparison between Bill & Keep vs. Calling Party's Network Pay Method (이동통신시장의 상호접속정산제도 개선 방안: Bill & Keep과 CPNP의 비교)

  • Kim, Moon-Soo
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.36 no.3B
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    • pp.231-239
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    • 2011
  • This paper reviews the recent theoretical and empirical studies on the European countries that the bill and keep settlement between mobile operators is superior to the financial settlement like CPNP from the perspectives of social welfare and fare competition in market. Besides these the recent studies, considering the change of mobile wholesale market in Korea, the necessity to introduce the bill and keep settlement as an alternative for the current CPNP as well as policy implication is examined.

Predicting required licensed spectrum for the future considering big data growth

  • Shayea, Ibraheem;Rahman, Tharek Abd.;Azmi, Marwan Hadri;Han, Chua Tien;Arsad, Arsany
    • ETRI Journal
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    • v.41 no.2
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    • pp.224-234
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    • 2019
  • This paper proposes a new spectrum forecasting (SF) model to estimate the spectrum demands for future mobile broadband (MBB) services. The model requires five main input metrics, that is, the current available spectrum, site number growth, mobile data traffic growth, average network utilization, and spectrum efficiency growth. Using the proposed SF model, the future MBB spectrum demand for Malaysia in 2020 is forecasted based on the input market data of four major mobile telecommunication operators represented by A-D, which account for approximately 95% of the local mobile market share. Statistical data to generate the five input metrics were obtained from prominent agencies, such as the Malaysian Communications and Multimedia Commission, OpenSignal, Analysys Mason, GSMA, and Huawei. Our forecasting results indicate that by 2020, Malaysia would require approximately 307 MHz of additional spectrum to fulfill the enormous increase in mobile broadband data demands.

A Study For Gamers' Experience Patterns in mobile Games (모바일 게임에서 나타나는 게이머의 경험 패턴에 대한 연구)

  • Gwak, E Sac
    • Journal of Digital Contents Society
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    • v.19 no.6
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    • pp.1033-1041
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    • 2018
  • This study presents an investigation into game patterns prominent in mobile games. The term "pattern" used in this study is inherited by the concept used in "A study for user experience of the game : based on the pattern type and the pattern type attribute of the game space" by Gwak E Sac(2016). There is, however, a difference between them. While the previous study limited the gamers' experience patterns to "game spaces" in the use of "pattern," the present study expanded the scope of gamers' experience patterns to the "mobile game market." Although the mobile game market is growing rapidly, there is a tendency of uniformity in mobile games due to the reduction of development time and the destruction of genres in the development of mobile games. Recognizing this situation, the investigator summarized experience patterns in the current mobile game market into: repeat familiar game play, valuable game action, value and consumption of time and preference and selection of game.

The On-line tug of war Battle game with Character raising mode (Rope Survival: 온라인배틀과 캐릭터육성기능을 결합한 줄다리기게임)

  • Ahn, Hoo-Young;Kim, Mok-Ryun;Park, Young-Ho
    • Journal of Digital Contents Society
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    • v.7 no.4
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    • pp.271-277
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    • 2006
  • Recently, the mobile game market is growing due to the extension of mobile devices and internet. The mobile games are became a popular culture in society. But the existing mobile games have two simple forms. There are tow models in the mobile games. The first is as follows. The user downloads a game one time and play the game at off-line field. The second is as follows. The user play a battle game at on-line field. In the paper, we propose a new on-line "tug of war" game model which the user can play two kinds of game. They are the on-line battle mode game and the character raising mode game. Thus, this game model is different to existing mobile games and innovative model in mobile game market. This paper proposes a new research field in mobile game market with the characteristic that the user tan play two modes. One mode is the on-line tug of war battle mode and the other is the character raising mode.

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A Study on the Determinants of Mobile Application Purchase based on User Groups (사용자 유형에 따른 모바일 앱 구매요인에 관한 연구)

  • Oh, Sunju
    • Information Systems Review
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    • v.16 no.1
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    • pp.73-88
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    • 2014
  • According to the widespread use of smartphone, various and abundant mobile applications have been used and lots of new companies have developed mobile applications. To revitalize mobile application market, a lot of research and experiments have been performed in application development and delivery industries. The purpose of this research is to figure out the usage pattern of smartphone application and purchasing criteria of mobile application. We categorized smartphone application users with respect to application selection criteria and examined the characteristics of the categorized users. As a result, the factors of purchasing criteria of the users with respect to smartphone application selection criteria and application type were categorized into 3 groups: aggressive usage group, middle usage group, and passive usage group. The result of this study indicates that the relationship between purchasing criteria and usage pattern in mobile application market was actualized by measuring the purchasing factors of user. Therefore this fact suggests that it is very important to measure the accurate purchasing factors of its user for setting up the marketing strategy of mobile application market.

The Effects of Cellular Phone Service Quality and Switching Barrier to Customer Satisfaction and Loyalty in Korean Mobile Telecommunication Market (한국 이동통신시장에서 서비스품질과 전환장벽이 고객만족과 고객충성도에 미치는 영향)

  • Zu, Hyung-Lyul;Lee, Jin-Choon
    • Journal of Information Technology Services
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    • v.9 no.2
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    • pp.43-72
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    • 2010
  • The Korean mobile telecommunication service market is faced with a tremendous competitive period, in which the market is entering into the maturity stage with launching of the 3rd generation service and with introduction of mobile number portability. In general, it is more important to sustain the old customers than to attracting new customers, as the life cycle of an industry is entering the maturity stage in which the growth rate of new customers is decreasing gradually or becoming stagnant. Until now, many researches had tested whether the customer satisfaction and loyalty were the core factors of sustaining customers or not. Also service quality and switching cost were given a remarkable attention for their possibility of exogenous factors, which could exercise effects to customer satisfaction and loyalty. In the same context, mobile telecommunication business has to seek a way to maintain the existing customers instead of promoting new customers. So this study investigates whether the service quality and switching barrier of mobile telecommunication could have effects on the customer satisfaction and loyalty, which are recognized as an efficient means to sustain the current customers. In order to test the hypothesis on the effects of service quality and switching barrier of mobile telecommunication to customer satisfaction and loyalty in Korean telecommunication industry, this study collected the questionnaire response data of students including middle and high school students and undergraduates, who are regarded as the major customers in that mobile telecommunication industry.

A Study on the Factor Which Causes the Imbalance Between DAU and Game Purchase in the Mobile Game Market - With an emphasis on Google Play Free Games - (모바일 게임 시장에서 DAU와 게임 구매간의 불균형성을 발생시키는 요인에 대한 고찰 - 구글 플레이 무료게임을 중심으로 -)

  • Lim, Jun;Choi, Sung Wook
    • Journal of Digital Convergence
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    • v.12 no.4
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    • pp.293-303
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    • 2014
  • The mobile game market is fast growing after the Kakao game launched. Especially, the market is placed at the second highest by occupying 33.1% of the market. However, the rate of the total sales amount is only 6%, showing quite an imbalance between the market occupancy and the sales amount. This means that the profit-making models are not stabilized yet in the mobile game market. The absence of profit-making models can be ascertained by the relationship of DAU and sales ranking. There are several games which are ranked at DAU Top10 among Google free games, but not ranked at top 10 among sales amounts. On the other hand, there are several games which are low in DAU ranking but high in sales amount ranking. This result shows that there is no direct interrelation between the product attractiveness which users feel and the profit-making models in the market. This study compared the Google play free games which are ranked at top 10 in terms of DAU ranking and sales amount ranking to find out the factor which causes the imbalance between the DAU ranking and sales amount ranking. Based on this outcome, this study presents the reference point for the design of profit-making models on behalf of the manufacturers who wish to launch into the mobile game market in the future.