• Title/Summary/Keyword: Mobile Payment App

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An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.55-66
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    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.

Management Plan for Mobile Contents Bypassing In App Billing Application (모바일 컨텐츠 인앱 결제 우회 애플리케이션에 대한 대처 방안)

  • Lee, Sang-Ho;Shin, Miyea
    • Journal of Convergence Society for SMB
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    • v.5 no.3
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    • pp.21-26
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    • 2015
  • As mobile contents grow up, In App Billing is brisk at applications including mobile contents. But some of users don't pay and use charged content for free to use cheating payment module or hacking through applications. Call this bypass payment. Applications, helping bypass, are Freedom, IAP Cracker, and DNS server suggested by the hacker named Borodin. In case of mobile game, Despite sell a lot of charged content but income is different revenue in sales log with real profits. Because of users using bypass payment application. Management plan to bypass payment are checking OrderID, encrypting public key and verifying receipt.

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Structural Relationships among Tourism Information, Payment Service, Satisfaction, and Intention to Reuse: Focused on the Ctrip APP in China (관광정보서비스, 결재서비스, 만족도, 재이용의도의 구조적 관계: 중국 시에청을 대상으로)

  • Lee, Yanling;Kim, Yeong-Gug
    • Asia-Pacific Journal of Business
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    • v.9 no.2
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    • pp.123-136
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    • 2018
  • The purpose of this study is to investigate the effects of six factors (accuracy, perceived usefulness, perceived ease of use, security, instant accessibility, and ease of use) on re-use intention; and then to help to establish future marketing strategy. In order to achieve the study's objectives, this study conducted an online questionnaire on the Internet, Wenjuanxing. The total of 270 copies through APP-Wechat (Wicket), and 245 were used for analysis. For statistical processing, SPSS22.0 is used to analyze the influence relationship amongst factors for mobile tourism information service, a variety of analysis, such as factor analysis, reliability analysis, mass regression analysis, simple regression analysis were employed. The results of this study are summarized as follows. As a result of analyzing the factors affecting the satisfaction of consumers using chinese Ctrip mobile app, the perceived usefulness and perceived ease of use of mobile tourism information service attributes have a significant effect on user satisfaction. The accuracy of mobile information service were found to have no significant effect on satisfaction. The security, immediacy of access, and usability of the payment service of mobile APP were found to have a significant effect on satisfaction. And customer satisfaction has a significant effect on re-use intention.

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Security and Trust of Mobile Payment Apps : Focus on Personal Predisposition and Security Signal (모바일 결제 앱에서의 보안과 신뢰 : 개인의 성향과 보안 신호를 중심으로)

  • Kim, Min-Gyung;Choi, Boreum
    • The Journal of the Korea Contents Association
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    • v.19 no.5
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    • pp.194-204
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    • 2019
  • The mobile payment app market has been expanding recently. However, the usage rate of mobile payment apps is not meeting service providers' expectations due to concerns about security and privacy. This study investigated how personal predisposition and how the security signals of the payment app affect users' perceived privacy and security risks, and how these factors ultimately affect the trust of mobile payment apps. The results showed that privacy concerns increase the risk of perceived personal information leaks and reduce perceived mobile system security, while familiarity, perceived reputation, and assurance seal reduce the risk of perceived personal information leaks and increase perceived mobile system security. Finally, it revealed that the reduced risk of perceived personal information leaks and the increased security of mobile systems had a positive impact on the reliability of mobile payment apps.

Design and Implementation of the Authentication System for In-app Billing in Mobile Environments

  • Seok, Ho-Jun;Kim, Seog-Gyu
    • Journal of the Korea Society of Computer and Information
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    • v.21 no.2
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    • pp.61-69
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    • 2016
  • In this paper, we propose the authentication server system that prevent hacking in In-app billing applications. And we also propose the methods to verify electronic receipt for the payment of internal app payments and to check the integrity of the applications. Then we designed the payment metabolic system that checks between products-offer list and paid subscription if payment system is hacked with new hacking technologies different from existing ones. And then we implemented proposed authentication system and experimented with about 10,000 average internal application payments per an hour. It shows that proposed system has defensive techniques that counter attacks against in-app billing but it takes more than 0.8916 seconds than no-certification system that is considered as relatively short time.

A Study on the Prevention of Consumer Problems of Mobile Game In-app Payment (모바일게임 인앱결제 소비자피해 예방을 위한 연구)

  • Koo, Hye-Gyoung;Kim, Min-Ji;Kim, Su-Yeon;Seo, Do-Yeon;Yang, So-Hyeon;Lim, Jeong
    • The Journal of the Korea Contents Association
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    • v.19 no.8
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    • pp.93-105
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    • 2019
  • This study want to identify problems related to mobile in-app payment from the perspective of consumers and suggest ways to solve them. Three scenarios have been developed to achieve the objectives of this study. This suggests the situation of in-app payment problem that consumers often experience. Then 323 consumers in their 20s and 30s read the scenario, identified the problem in each situation and assessed who was responsible. Consumers were aware of in-app payment problems due to problems with in-app payment readability, problems with app market responsibility, problems with responsibility of game companies, and problems of consumer responsibility. And different consumers had different levels of assessment on the problem of in-app payment. According to the research, consumers have high demand for improvement of the lack of readability in related laws, including strengthening the readability of the in-app payment indicator. In addition, the company confirmed the importance of cooperative efforts by consumers, businesses, and the government due to high consumer expectations for the role of the distribution company App Market other than the content developer game company.

Evaluation of the Usability of Mobile RPG Game In-App Payment Service User : Focused on the Lineage M (모바일 RPG 게임의 인 앱 결제 서비스 이용자에 대한 사용성 평가 : '리니지M'을 중심으로)

  • Kim, Seung-Eon;Kim, Youngsik
    • Journal of Korea Game Society
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    • v.18 no.3
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    • pp.27-38
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    • 2018
  • This paper is designed to propose the contents necessary for updating and developing future mobile RPG game developers through a usability evaluation of Users using In-App Payment Services at Lineage M. This paper conducted a usability assessment for quantitative assessment of users who use in-app payment services for mobile game 'Lineage M'. The tool for usability assessment was surveyed in a questionnaire designed based on 'The User Experience Honeycomb' defined by Peter Morville. These statistical results were then divided into lateral analyses. Through this, it is expected that game developers and planners will be able to find data to help develop new mobile RPG games.

Adoption of Mobile Peer-to-Peer Payment: Enabling Role of Substitution and Social Aspects

  • Clement Jun Feng Lim;Byungwan Koh;Dongwon Lee
    • Asia pacific journal of information systems
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    • v.29 no.4
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    • pp.571-590
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    • 2019
  • Despite the growing amount of mobile peer-to-peer (P2P) payment applications available on mobile app stores, these applications are still in their infancy and have yet to see mass adoption. This study aims to explore the factors that influence the adoption of such mobile P2P payment applications by using a large-scale data set based on the tracking of users' actual mobile application usage behavior. Our main findings reveal that the duration of each session that users use of traditional bank application has a significant relationship with their adoption of mobile P2P payment applications. In addition, we explore the social aspect of such mobile P2P payment applications by analyzing their social network applications usage and found that the amount of social network service applications used and usage duration positively impacted one's adoption of mobile P2P payment applications. These findings have important theoretical and practical implications for stakeholders of mobile P2P payment solution providers as well as intermediaries/banks who provide their own payment applications to their customers.

Predicting intention to adopt mobile card payment service (모바일 카드 결제서비스 수용 의도의 결정 요인)

  • Kim, Hyo-Jung;Lee, Jin-Myong
    • Human Ecology Research
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    • v.58 no.4
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    • pp.497-515
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    • 2020
  • The use of mobile payment services has recently increased in South Korea. Mobile payments allow consumers to purchase items digitally, using a mobile card in an app affiliated with a payment service. This study explores the predictors of intention to adopt mobile payment services. The study employed an A(affective)-B(behavioral)-C(cognitive) model with two antecedent variables: cognitive (perceived usefulness, perceived risk, perceived ease of use, and perceived herding behavior) and affective (satisfaction with the status quo, innovation resistance) responses. An online survey of 405 non-users of mobile payment services aged 20 to 49 years was conducted. The study used SPSS 23.0 for descriptive analysis and Amos 23.0 for confirmatory factor analysis and structural equation modelling. The results are as follows. First, perceived usefulness, perceived risk, and perceived herding behavior significantly influenced innovation resistance. Second, perceived herding behavior significantly influenced subjective norms. Third, innovation resistance and subjective norms significantly influenced the intention to adopt mobile payment services. The findings suggest that the A-B-C model can be useful in understanding consumers' adoption and resistance behaviors and that cognitive and affective responses are important antecedent variables affecting the decision to adopt mobile payment services.

Research on the Continuous Use Intention of Mobile Bus Payment App from the Perspective of user Quality Perception

  • Li, Shuo;Sun, Cong-Ying
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.217-224
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    • 2022
  • Based on the success model and Expectation Confirmation model of information system, the concept model of mobile bus payment App users' willingness to continue using is constructed by introducing function quality and interface design quality. A total of 264 valid questionnaires are obtained by issuing online questionnaires, and the model is tested by SmartPLS3.0 software The results show that users' perceptions of information quality, system quality and interface design quality will affect users' perceived usefulness and satisfaction through the scene, and then affect users' willingness to continue to use; Perceived functional quality has a significant impact on perceived usefulness, but has no significant impact on satisfaction. Perceived usefulness has a significant impact on user satisfaction.