• Title/Summary/Keyword: mobile market

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Extended TAM for Accepting Mobile Devices Including Functional Attributes : The Case of Cellular Phone (기능적 속성을 고려한 기술수용모형(TAM)의 확장연구 : 휴대폰의 채택 사례를 중심으로)

  • Lee Jong-Oh;Whang Jae-Hoon;Lee Sun-Ro;Kang So-Ra
    • Journal of Information Technology Applications and Management
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    • v.13 no.1
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    • pp.39-66
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    • 2006
  • In a few years, a variety of mobile devices are expected to be utilized as a necessity for business as well as personal communications. Thus it is needed to conduct a comprehensive study on the acceptance of mobile devices in the mature market like Korea. This paper develops an extended technology acceptance model by including functional attributes of cellular phone and examines the determinant factors causing accepting cellular phones. Our empirical analysis through the internet survey shows that 1) among the determinant factors, perceived usefulness, perceived enjoyment or fun, and social pressure have positive direct impacts on the intention of accepting cellular phone, and 2) functional attributes of cellular phone affect the determinant factors differently.

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The Factors Influencing Brand Equity in Mobile Telecommunication Service and Its Influence on the Choice of New Service Provider (이동통신 서비스 브랜드 자산의 영향요인과 신규서비스 선택에 미치는 영향)

  • Hong, Seung-Hye;Jee, Kyoung-Yong;Kim, Moon-Koo
    • Proceedings of the IEEK Conference
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    • 2007.07a
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    • pp.163-164
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    • 2007
  • Consumer needs becomes various in a mature mobile telecommunication market, while service differentiation is hard to achieve. The competition among telecommunication service providers is getting fierce in order to maintain and obtain customers. Moreover, HSDPA caused the intense marketing activity for the move to the next generation customers. Under these circumstances, brand equity can be a key to a long-term competitive edge for mobile phone service providers. In this study, we identified the factors influencing mobile telecommunication brand equity, and its influence on the HSDPA service subscription behavior.

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A Study on Mobile Communication Service Quality in China (중국시장내 이동통신 서비스 품질에 관한 연구)

  • Han, Kyong-Hee;Cho, Jai-Rip
    • Proceedings of the Safety Management and Science Conference
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    • 2008.11a
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    • pp.215-227
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    • 2008
  • As well as the development of the measurement of service quality, various kinds of service measurements are also being developed. Especially the mobile telecommunication service being representative to the mobile telecommunication company would be the mostly developed area. Its development can be understood along with the development of the telecommunication companies as well as cellular companies, not only the service alone. It is a differentiated phenomenon in the current research, such as the organic influence between the service quality and product. Of course there are such products placed on sale and enjoyed the common service, but at present there is another case that the product is on the market exclusively with the mobile company in here.

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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.

Directional Research on 5G Networks and Game Streaming Services

  • Lee Jong Ho
    • International Journal of Advanced Culture Technology
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    • v.12 no.2
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    • pp.30-35
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    • 2024
  • With the recent commercialization of the 5th generation mobile communication technology (5G), interest is focused on full-fledged wireless communication service products in related industries that apply the technology. In this paper, "the problems of the cloud-based video game streaming service market, which has been stagnant for a long time due to the existing 4G-based transmission delay, processing delay, and price issues, and the problems of 5G mobile communication, which began commercialization in 2019." We contains information about what type of positive changes a cloud-based video game streaming service incorporating technology will bring.

A Study on Gamers Segmentation based upon Uses and Gratifications of Mobile games (모바일게임 이용 충족이론을 기반으로 한 모바일 게이머 유형 분석에 관한 연구)

  • Han, Kwang-Hyun;Kim, Tae-Ung
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2005.10a
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    • pp.133-164
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    • 2005
  • 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. Players can become empowered through the development of new characters and strategies within games to achieve rewarding successes against the computers and other players. The overall trend for mobile games is towards bigger, more colorful, more involving and exciting contents, which will 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 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: M-gamers, Multi-gamers and Communication-focused gamers. Further correlation of these grouping with socio-economic data shows the significant differences in gaming habits and patterns of mobile phone use.

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A study on the efficient supporting methods for small and medium businesses of mobile sector (모바일 분야 중소기업에 대한 효율적 지원 방안 연구)

  • Ahn, Jong-Chang;Lee, Dong-Han;Jung, Gag-Jin
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.19 no.2
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    • pp.192-201
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    • 2018
  • This study intends to find efficient support methods for small and medium-sized businesses (SMBs) especially in the increasingly important mobile sector. We investigated regarding perceptions of mobile sector-specific support programs and their current state of usage, and perceptions of the new mobile market and the present conditions of each stage of production based on analysis of a survey that included 204 respondents in each SMB to achieve this goal. Concretely, detections through this research were the reasons for non-selection of support businesses, the future prospective mobile business area, the company's own first-preference item and the reason for the preference, plus new mobile areas of willingness to apply the company's own product and its own first-preference item, and the reason for the preference. In addition, we found out covering costs and revenue size of the maximum-revenue product for each stage (from the first to the fourth stage), the kind of a product's execution method connected to the product (e.g. self-production, outsourcing to another company to produce a product), and the execution method for pre-products. We can suggest a policy regarding efficient support alternatives for SMBs related to the mobile sector thanks to these findings.

A Study on the Promotion of Mobile Easy Payment Services in the Fintech Era (핀테크 모바일 간편결제 서비스 활성화 방안)

  • Cho, Eun-Young;Kim, Hee-Woong
    • Informatization Policy
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    • v.22 no.4
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    • pp.22-44
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    • 2015
  • With the growing interest being reflected in the FinTech industry, much attention has been paid to mobile easy payment services as well. In the era of mobile commerce, the core advantage of using mobile easy payment services(simplifying complex payment procedures and thus facilitating user convenience and reducing the chance of giving up payment) are being more emphasized. Mobile easy payment service market not only includes mobile easy payment service providers but also users, non-users, affiliates, banks, and credit card companies as main stakeholders. Exploring those stakeholders is thus important to thoroughly understand such market. However, extant literature on mobile easy payment services mostly focuses on examining adoption intention of users or non-users. This study, an exploratory research based on interviews, thus aims to extract driving as well as inhibiting factors of mobile easy payment service use from six different perspectives (i.e., social platform, bank, credit card company, affiliate, user, and non-user) and analyze a sequence of cause and effect for each factor. For this, the causal loop diagram was developed to deduce key issues and propose an alternative. Theoretical and practical implications of this study will also be discussed.

Competitive Advantage Elements in the Global Cloud Game Market (글로벌 클라우드 게임 시장에서의 경쟁우위 요소)

  • Rhee, Chang Seop;Rhee, Hyunjung;Kim, Sehwan
    • Journal of Korea Game Society
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    • v.20 no.5
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    • pp.3-12
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    • 2020
  • The introduction of 5G greatly reduced service traffic speed and capacity problems. In this communication environment, the market demand for cloud games is increasing, and cloud games are considered as a replacement for mobile games in the future. This study explains the changes in the game industry, and the characteristics and market status of cloud games. Next, this study suggests competitive advantage elements for cloud games market. We expect that this study could help make decisions related to policy support for the cloud game market and industry.

A study on mobile phone using behavior by age group (연령별 휴대폰 사용실태에 관한 연구)

  • Yun, Hun-Yong;Yun, U-Sun;Nam, Chang-Su
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.2
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    • pp.105-120
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    • 2004
  • With the new technology and the popularization of mobile phone. the functions and designs of mobile phone have been varied rapidly. However. based on the user's level of familiarity on mobile phone function and knowledge of information technology. the using behaviors of mobile phone. especially between the young users who are well acquainted with the latest function and technology and the over middle-aged users who are relatively not. would be quite different. A survey was conducted to investigate the various using behaviors of mobile phone in different age groups. The total number of six hundred and sixty-seven people from age seventeen to sixty participated in this study. The participants were divided into young group (age between 17 to 29) and the over middle-aged group (age between 40 to 60) to compare the difference group considered design. price. and function of the mobile phone as three important factors. on the other hand. the over middle-aged group considered quality of communication. price and ease of use as three important factors. All the respondents of the young group know how to use the text messaging function. however for the over middle-aged group. 40% of the respondents knows how to use the text messaging function. The over middle-aged group seemed mainly use the mobile phone for voice communication. however the young group had a tendency to communicate each other with short text message rather than through voice conversation. Twenty percentage of young group responded that they had an experience of pain or discomfort at the thumb. the thenar eminence area. or carpus area during pushing the mobile phone keypad. The excessive frequent use of keypad may cause the risk of repetitive strain injury (RSI). The results of this study could provide important information to understand the way of using mobile phone in different age groups. and also could be used to design and market the mobile phone.