• Title/Summary/Keyword: In App Purchase

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Subscribing to an All-You-Can-Read E-Bookstore: Tariff Choice, and Contract Renewal for E-Book Purchases (전자책 무제한 정액제의 소비자 이용행태 분석: 가격제 선택과 구독 갱신, 그리고 전자책 구매에 관하여)

  • Jinpyo Hong;Wonseok Oh
    • Information Systems Review
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    • v.22 no.1
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    • pp.91-111
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    • 2020
  • E-book markets are currently moving through a period of disequilibrium as new pricing structures (i.e., flat-fee subscriptions) are rapidly embraced by major vendors. On the basis of a novel dataset, we investigate how the availability of "all-you-can-read" pricing programs influences consumers' tariff choice and contract renewal behaviors. Consistent with the rational choice framework, the findings suggest that most e-book consumers significantly gain from subscription-based tariffs. Power readers prefer flat-fee subscriptions, and those that have economically benefited renew their subscription. However, we also find some other intriguing results. Among the three subscription designs examined, the 1-week plan affords consumers more economic benefits than do 1-day or 1-month programs. Finally, iOS users are more inclined to select subscription models than are Android users because of the absence of in-app purchase functionalities for the former. The unavailability of in-app purchase affects tariff choices and transaction patterns as it increases transaction costs.

Analysis of Users' Utility on the Virtual Currency in Mobile Games: Focusing on S Mobile Game (모바일 게임 내 가상통화에 대한 이용자들의 효용 분석: S 모바일 게임을 중심으로)

  • Park, Jong-Won;Yoo, Chang-Sok;Yang, Sung-Byung
    • The Journal of Information Systems
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    • v.27 no.3
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    • pp.141-160
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    • 2018
  • Purpose The purpose of this study is to verify mobile game users' perceived utilities about real (price) and virtual (Ruby) currencies, which are the major factors of in-app purchase (IAP) widely used as a business model in a mobile game industry. Design/methodology/approach By using sales volume and sales frequency data for products sold in an 'S' mobile game from the 'D' mobile game company, we conducted a conjoint analysis according to the procedure recommended by Bicheno (2009). Findings The results of this study indicate that (1) mobile game users have greater utility for a virtual currency (Ruby) than for a real currency (price), (2) mobile game users' utility for virtual (Ruby) and real (price) currencies varies depending on sales volume and sales frequency, as well as (3) mobile markets (e.g., Google Play Store vs. Apple App Store), and (4) mobile game users have greater utility for a virtual currency (Ruby) which can be used readily than later.

Gift-giving Behaviors via SNS Mobile App: An Exploratory Study of Fashion Products

  • Ji Yoon Kim;Jiyeon Lee;Kyu-Hye Lee
    • Journal of Fashion Business
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    • v.27 no.6
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    • pp.110-123
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    • 2023
  • As social distancing strengthened after the COVID-19 incident, people looked for things they could do alone. Additionally, as people have more financial resources, they purchase products they had previously considered purchasing, and the phenomenon of giving gifts to oneself has also appeared. Accordingly, this study analyzed fashion product reviews of KakaoTalk Gift, the service to exchange gift via SNS mobile app, to discover the phenomenon of self-gifting and the differences from interpersonal-gifting. For post-hoc data, in collected 18,354 pieces after excluding unnecessary data using a Python-based web crawling technique. The self-gifting behavior of KakaoTalk Gift different from the previous study for self-gift. Regardless of the gift-giving contexts, it determines that most self-gift products are material items. There are differences in product types and price levels when choosing gifts for others and oneself. As a self-gift, people typically buy luxury jewelry and branded bags/wallets to wear and show off. As interpersonal, among fashion products, people usually buy beauty products that reflect less personal tastes. When gift-giving to others, people buy products to appropriate prices to reduce the burden on both. When gift-giving to oneself, people buy wanted products regardless of the price. This study is significant because it suggests a new direction in self-gift research by limited online places to give gifts.

Topics and Sentiment Analysis Based on Reviews of Omni-Channel Retailing

  • KIM, Soon-Hong;YOO, Byong-Kook
    • Journal of Distribution Science
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    • v.19 no.4
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    • pp.25-35
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    • 2021
  • Purpose: This study aims to analyze the factors affecting customer satisfaction in the customer reviews of omni-channel, posted on Internet blogs, cafes, and YouTube using text mining analysis. Research, data, and Methodology: In this study, frequency analysis is performed and the LDA (Latent Dirichlet Allocation) is used to analyze social big data to respond to reviewers' reaction to the recently opened omni-channel shopping reviews by L Shopping Company. Additionally, based on the topic analysis, we conduct a sentiment analysis on purchase reviews and analyze the characteristics of each topic on the positive or negative sentiments of omni-channel app users. Results: As a result of a topic analysis, four main topics are derived: delivery and events, economic value, recommendations and convenience, and product quality and brand awareness. The emotional analysis reveals that the reviewers have many positive evaluations for price policy and product promotion, but negative evaluations for app use, delivery, and product quality. Conclusions: Retailers can establish customized marketing strategies by identifying the customer's major interests through text mining analysis. Additionally, the analysis of sentiment by subject becomes an important indicator for developing products and services that customers want by identifying areas that satisfy customers and areas that evoke negative reactions.

Analysis and Design of Smart-phone App. for O2O Restaurant Service (O2O 음식점 서비스 개발을 위한 스마트폰 앱의 분석/설계)

  • Cho, Byung-Ho
    • The Journal of Korea Institute of Information, Electronics, and Communication Technology
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    • v.10 no.2
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    • pp.125-132
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    • 2017
  • O2O service contribute to sales increment by marketing of offline store using online. In particular, O2O business allowed various services by smart-phone due to rapid increase of mobile device use and various services depend on customer's location. This O2O service play major roll in real purchase making of offline store. In smart-phone apps. development for O2O service, recent an Object-oriented Analysis and Design Method, that is, UML is more useful method than Structured Analysis and Design Method. Therefore in this paper, Software analysis and design method which is smart-pone app. for O2O restaurant service is presented. Also it shows that this analysis/design method is very useful for the Restaurant O2O Commercial System production.

A Study for App Development of Product Management using Barcode based on Android (안드로이드 기반의 바코드를 이용한 상품 관리 앱 개발에 관한 연구)

  • Kim, Ye-il;Seo, Jung-hee;Park, Hung-bog
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2015.10a
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    • pp.947-948
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    • 2015
  • IOT(Internet of things) is a technology to embed various sensors and communication features on diverse things such as home appliances, mobile devices, wearable computers and connect to the Internet and through this technology, the status of things connected to the network can be analyzed and controlled with various data. On the other hand, this paper suggests to develop a merchandise management app using Android-based barcode to systematically manage expiry date of various goods that we purchase in our daily life. Therefore, individual goods are recognized with mobile-based barcode and divided under each category. By additionally supporting the notification service to let us know about expire date, goods can be efficiently managed.

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A Study on Digital Content Copyright Management and Verification Platform using Blockchain (블록체인을 활용한 디지털 콘텐츠 저작권 관리 및 검증 플랫폼 연구)

  • Sim, Hyun
    • The Journal of the Korea institute of electronic communication sciences
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    • v.17 no.1
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    • pp.193-200
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    • 2022
  • In this study, the intellectual property rights of digital contents (creations) are protected by using block chain technology that cannot be damaged or forged. So, we build a blockchain-based content sales revenue tracking system and platform that activates the transaction and distribution of digital content (creation). We developed an API server that can be used for content registration and revision history management smart contract, license management smart contract according to content purchase, content inquiry function through files and hashes, and web and APP services. Through this, it is possible to prove the relationship between the rights of the creators of digital content creations and protect the rights of the creators.

Analysis of Consumer Receptivity to Pet Food Containing Edible Insects in South Korea (식용곤충을 이용한 반려동물 사료에 대한 소비자 수용도 조사)

  • Bae, Sungmun;Lee, Seulbi;Kim, Jongwon;Hwang, Yeonhyeon
    • Korean journal of applied entomology
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    • v.59 no.2
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    • pp.139-143
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    • 2020
  • A survey was conducted among pet owners visiting pet hospitals, using a pet animal app, or being involved in pet breeding, who had the awareness of and intention to purchase animal feed containing edible insects, as well as functional pet food. Results showed that 89.5% of survey participants were pet owners such as those of dogs, cats etc., of whom 55.6% knew about this type of pet food. Nearly half (48.5%) of respondents had an intention to purchase edible insect-based pet food, while the rest of them (51.5%) did not. The two main reasons for deciding to buy it were the excellent nutritional value of insects, and low allergenicity. The most significant reason for refusing purchase was a strong aversion to insects as food.

The Effectiveness of Apps Recommending Best Restaurant through Location-based Knowledge Information: Privacy Calculus Perspective (위치기반 지식정보를 활용한 맛집 추천 앱의 효과: 프라이버시 계산을 중심으로)

  • Jiang, Taypun;Lim, Hyun A;Choi, Jaewon
    • The Journal of Society for e-Business Studies
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    • v.22 no.1
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    • pp.89-106
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    • 2017
  • In advanced mobile devices environment, the market share of mobile application has been increased. Among various mobile services, Location-based Service (LBS) is an important feature to increase user motivation related to purchase intention on mobile. However, individual privacy has also increased as an important problem for invasion of privacy and information leakage while too many LBS based applications (App) rapidly launched in the App market. In this study, we focused on perceived values of LBS App users who use Apps related to recommending best restaurants in China and South Korea. The purpose of this study is to identify important factors for perceived value when users provide personal information for LBS service provider. The result of this study is follows: perceived value can increase while LBS customers can more control self-information and information useability. Also information ability of users affected perceived values for LBS Apps. Also users' app user ability and perceived value were effects on privacy revenue. In addtion, perceived weakness of users and perceived value increased privacy threat.

Usability Evaluation and Improvements of Mobile Travel Apps

  • Kim, Yeonsuk;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.27-36
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    • 2020
  • The popularization of smartphones allows people to instantly get the information that they want, through mobile apps, including financial services, movies and public transportation reservations, games and shopping. Furthermore, leisure activities through overseas travel are increasing due to the improvement of the living standards of people. These increases in overseas travel and the use of mobile apps lead to the increased use of mobile travel apps when booking tour packages. Although there are many studies on the usability assessment and user interface improvement for mobile apps, studies on the usability assessment for mobile travel apps are limited. We tested the usability for mobile travel apps to present some suggestions for improvements so that anyone can purchase travel packages easily and simply. We selected the top three mobile travel apps on Rankey.com that have different UIs. The heuristic method was used to evaluate usability. We present a better UI to allow users to use the app functions more easily by analyzing user interaction, ease of learning, readability, efficiency, and satisfaction for the entire use.