• Title/Summary/Keyword: mobile market

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The Analysis of Advertisement Effect in Smart Phone Environment : The Comparison of Users with Providers of Commercial (스마트폰 환경에서의 광고효과 분석 : 광고 사용자와 광고 제공자의 인식차이 비교)

  • Ha, Seong-Ho;Oh, Jun-Seok;Lee, Bong-Gyou
    • The Journal of Society for e-Business Studies
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    • v.16 no.4
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    • pp.221-239
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    • 2011
  • Various applications are developed with the extension of the smart phone market. This affects the change of contents and market for mobile advertisement. Mobile advertisement has been changed from the text type in feature phone environment to banner type which are added on the applications and branded app which are application itself for commercials. This research shows the difference in views between users and professions for the factors which affects the acceptance of mobile advertisement in smart phone environment. The analysis results present two groups have significant differences in the views for the users' acceptances of mobile advertisement. This research provides the important factors which need to be considers in creating mobile commercials. It also suggests that professions in advertisement field have to consider the aspects of smart phone users when they create advertisements in smart phone environment.

Market Segmentation by Loyalty and Switching Intentions of Mobile Social Commerce Apps -Differences in Perceived Service Quality and Switching Barriers- (모바일 소셜커머스 앱의 충성의도와 전환의도에 따른 시장세분화 -지각된 서비스 품질과 전환장벽의 차이-)

  • Sung, Heewon;Kim, Eun Young
    • Journal of the Korean Society of Clothing and Textiles
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    • v.43 no.1
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    • pp.65-80
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    • 2019
  • Mobile shopping has spread rapidly in the consumer's daily life, and numerous fashion companies have now launched a mobile shopping application. By focusing on mobile social commerce apps, this study was to: (a) segment consumers based on loyalty and switching intentions, (b) to test differences in perceived service quality and switching barrier factors among segments, and (c) examine the effects of perceived service quality and switching barriers on loyalty intention. A total of 550 responses were obtained from mobile users in their 20s to 40s who purchased fashion products through a social commerce app in the last six months. Consumers were classified into four clusters: split-loyals, latent loyals, habitual loyals, and switchers. The split-loyal group showed the highest level of mean scores on perceived service quality and switching barrier factors; however, the switcher group showed the lowest mean scores. Of service qualities, app design had a significant effect on loyalty intentions in both split-loyal and latent loyal groups; the factors of ease of use and privacy had significant effects on loyalty intentions in switchers. Of switching barrier factors, virtual relationship had the most strongly effect on loyalty intention for the four segments.

An empirical study on customer satisfaction: Mobile phone users in an emerging market (소비자 만족도에 관한 경험적 연구: 신흥 시장의 휴대폰 이용자를 대상으로)

  • Jahan, Nusrat;Rahman, Md. Mostafizur;Hossain, Md. Alamgir;Saiful, Hoque
    • Journal of Digital Convergence
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    • v.17 no.4
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    • pp.75-85
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    • 2019
  • For the growing importance of mobile communication, this study sets out to investigate the factors that influencing mobile phone customer satisfaction behavior through a structural equation model. This study proposes six factors model as the key determinants of customer satisfaction. Furthermore, we examine the moderating effect of demographic factors. The study was conducted using a structured questionnaire, data collected from 386 active subscribers. Results confirm that brand name, social influence and after sales service are the three significant determinants of consumer satisfaction. This study finding also suggests that demographic attributes have important consequences on customer satisfaction. The study findings offer an extended theoretical understanding towards customers' mobile satisfaction in the emerging market perspective and for practitioners, potentially to other similar context.

The Dynamics of Online word-of-mouth and Marketing Performance : Exploring Mobile Game Application Reviews (온라인 구전과 마케팅 성과의 다이나믹스 연구 : 모바일 게임 앱 리뷰를 중심으로)

  • Kim, In-kiw;Cha, Seong-Soo
    • The Journal of the Korea Contents Association
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    • v.20 no.12
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    • pp.36-48
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    • 2020
  • App market has continuously been growth since its launch. The market revenues will reach about 1,000 billion US dollars in 2019. App is a core service for smartphone. Currently, there are more than 1.5 million mobile apps in App platform calling out for attention. So, if you are looking at developing a successful app, you need to have a solid marketing and distribution strategy. Online word of mouth(eWOM) is one of the most effective, powerful App marketing method. eWOM affect potential consumers' decision making, and this effect can spread rapidly through online social network. Despite the increasing research on word of mouth, only few studies have focused on content analysis. Most of studies focused on the causes and acceptance of eWOM and eWOM performance measurement. This study aims to content analysis of mobile apps review In 2013, Google researchers announced Word2Vec. This method has overcome the weakness of previous studies. This is faster and more accurate than traditional methods. This study found out the relationship between mobile app reviews and checked for reactions by Word2vec.

A Study on the Influence of System Quality Characteristics of Mobile Payment Service on Discontinuance Intention (모바일결제서비스의 시스템품질 특성이 이용자 저항의도에 미치는 영향)

  • Choi, Sangmin;Song, Gwangsuk
    • Journal of Korean Society for Quality Management
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    • v.46 no.3
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    • pp.625-640
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    • 2018
  • Purpose: The scale of a market of mobile payment which was insignificant is explosively being improved by development of various communications technology and achieving rapid diffusion of smart phone. According to this phenomenon, new method of financial dealings through a mobile can be seen as a new paradigm that leads to a change of existing payment work and also recognized as an innovation of information technology. Methods: but a study regarding whether the use of mobile payment service takes an important role as an influencial factor is still insufficient. This study was based on the model of innovation resistance by Ram(1987) and established a hypothesis and a model to confirm how four factors (usability, security, economic feasibility, responsiveness) influence to innovation resistance and the intention of discontinuous use. Results: usability, security were found to be significant predictor variables of innovation resistance to use mobile payment system, but economic feasibility, responsiveness were not found to be significant predictor variables. Conclusion: Providing gave a theoretical foundation for future research in that it presents the variables to consider new forms of mobile payment services, the mobile payment services will need to show a differentiated strategy and traditional marketing strategy.

A Study on WTP of Mobile Telephone Service Using the Contingent Valuation Method in Korea (조건부가치 추정법(CVM)을 이용한 국내 이동통신서비스에 대한 소비자 WTP 추정에 관한 연구)

  • Jeong, Woo-Soo;Rim, Myung-Hwan;Sawng, Yeong-Wha
    • Korean Management Science Review
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    • v.25 no.2
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    • pp.43-55
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    • 2008
  • Contingent valuation method(hereafter CVM) is generally believed to be one of the most popular methods used for quantifying the value of non-market goods or services particularly by asking respondents of willingness to pay. This study deals with how to use CVM in calculating the value of mobile telephone service by suggesting methodology of estimation and eliminating biases. This study represents an attempt to estimate the WTP(Willingness To Pay) of the mobile telephone service using the face-to-face interview which is the qualitative technique is used. In this study, by using the single bound dichotomous choice model(SBDC) in order to analyze the valuation of mobile telephone service, WTP was estimated. Also we analyze the factors to pay for mobile service in which it becomes the important factor of demanding services. We used logit model. In order to provide robust estimates of WTP, we have used the Method of Montecarlo Simulation. Consequently, consumers showed that WTP about the mobile communications service is generally high. And it could know that the WTP will fell down as the specialized knowledge about the mobile communications frequency was high. It will be able to become the important part to not only the business carrier but also the policy maker to estimate the economic value of mobile telephone service.

A Design and Development of a Wireless-Wireless-linked Mobile Game Content (무무선 연동 모바일 게임 콘텐트의 설계 및 개발)

  • Ko Il Seok;Lee Jang Beom;Cho Dong Uk
    • The KIPS Transactions:PartD
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    • v.12D no.3 s.99
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    • pp.455-460
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    • 2005
  • An improvement of a mobile game content production and a service technology are bringing an explosive increase of a mobile game market. Currently serviced mobile games are using a WAP method and a download method. Because of technical problems, we couldn't develop the mobile game content which sequentially linked WAP->download and download->WAP. In this study, we design and develop the mobile game content which sequentially linked WAP->download and download->WAP. In the proposed method, we can linked the stage and the ranking information as sharing a data on real time that it is impossible in the previous mobile game content.

A Case Study on the Usage of Mobile Banking Service (농협의 모바일 뱅킹 서비스 사례)

  • Kim, Byung-Gon
    • Proceedings of the Korea Database Society Conference
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    • 2010.06a
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    • pp.249-264
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    • 2010
  • Mobile banking is a subset of electronic banking which underlies not only the determinants of the banking business but also the special conditions of mobile commerce. Nowadays wireless networks are being evolved and diversified. In this situation The wireless e-commerce is in the limelight on new profits of Carriers. Because of this situation, the importance of mobile billing service is being emphasized. This paper searches the definition and service types of mobile banking, and suggests status and prospects of domestic mobile banking. We suggest the basic direction, the stage of development and functions of services by analyzing the cases of Nonghyup's. Finally we derive the critical factors from those and suggest the effect of introduction and the direction of development. From the customer perspective, mobile banking has many strengths. For example, it allows that all customers access banking service at anytime, anywhere more easily than telephone banking or pc banking. And it reduces the time and the effort for using the service. It enables the company to make a business against global customers. On the other hand, from the company perspective, it has a lot of potential that affect market share and reduce the costs of human and material resources which used to operate and support branches. However, it needs many efforts to reach at the stage of completion. And We will have to solve the problems that develop many contents, expend the range of services and raise the service convenience.

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A Model of User Adoption of Mobile Games (모바일게임 플레이 의도의 영향요인 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Asia pacific journal of information systems
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    • v.16 no.2
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    • pp.123-141
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    • 2006
  • 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, as well as PC games, Video games and online games, offer a unique value for users in providing an exciting digital experience in virtual worlds. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which might build upon the developing capabilities of mobile phones and networks, in order to bring new styles, concepts and experiences of game play to the users. In this paper, we investigate the factors influencing the usage and acceptance of the mobile games, based on the extended version of the Technology Acceptance Model (TAM). Based on data collected from online survey, we show that perceived usefulness, ease of use are the major determinants for mobile game users to play games. Four factors, including ease of use, self-expressiveness, visibility, and innovativeness are empirically shown to determine the level of perceived usefulness; additionally, innovativeness and facilitating conditions are shown to directly affect ease of use. Based upon the statistical results, some useful guidelines for game development and market penetration strategies are also provided.

Universal Design of Hangul Input Method for Mobile Phones (모바일 폰 한글입력방식의 유니버셜 디자인에 관한 연구)

  • Hong, Seung-Kweon
    • Journal of the Ergonomics Society of Korea
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    • v.26 no.3
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    • pp.117-124
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    • 2007
  • A few people are frequently using Korean text entry function in the mobile phone. To make matters worse, too many kinds of Korean text entry methods exist in the market, compelling mobile phone users to learn how to input texts all over again, whenever they purchase a new mobile phone. The purpose of this study is to propose a universal design of Korean text entry method for mobile phones. Several experiments and several questionnaire surveys were conducted in order to induce design factors for the universal design. Participants were mobile phone users with the diverse levels of text entry expertise and with the diverse ages. The results of this investigation were identical, irrespective of participants' age and expertise. The efficiency of the text entry method was not more important factor than memorability. The layout of vowels to keypad was preferred to map just 3 strokes to the 3 buttons so that users can make for themselves vowels that they want to input. The preference on the consonants layout was different according to investigation methods. According to the survey, it was preferred that consonants were arranged by alphabet order. However, the result of text entry speed measurement was that the arrangement by alphabet order was not superior to the typical arrangement. Such results may be used to design mobile phones for diverse users.