• Title/Summary/Keyword: Mobile Penetration

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Penetration of celluar mobile telephone services (셀룰러 이동전화 보급의 영향 요인에 관한 연구)

  • 김진기
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1996.04a
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    • pp.333-336
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    • 1996
  • This paper is an exploratory study aimed at finding factors that influence the penetration of cellular mobile telecommunications which have seen rapid development since 1980s. The paper tries to find economy and policy variables to influence the penetration by means of the multiple regression analysis. This paper shows a model that explain the penetration ratio of cellular service. The model is based on data from 39 upper middle income and 39 high income countries. The result shows that GDP per capita and the service period of the cellular mobile telecommunication have influenced on the penetration ratio positively, and the tariff of the service negatively. But, it is the open area to study the impact of the telecommunications policy changes on penetration, and to set a model which could explain the nation-specific characteristics.

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Empirical Study on Factors Influencing Customer Loyalty in Mobile Games (모바일게임의 고객 충성도 영향요인에 관한 실증 연구)

  • Lee, Seok-In
    • The Journal of the Korea Contents Association
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    • v.6 no.10
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    • pp.99-106
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    • 2006
  • In recent years, the market for mobile games has become the most important part in the mobile content industry. The purpose of this study are to identify a causality between flow and customer loyalty in mobile games and to identify the factors by which flow is influenced. Mobile game players were surveyed and the data were statistically analyzed empirically. Empirical results indicate that four independent variables such as game design, challenge, skill and feedback have impacts on the flow. And customer loyalty is significantly influenced by the flow. Based upon the statistical results, some useful guidelines for mobile game development and market penetration strategies are also provided.

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A Study on a Forecasting the Demand for the Future Mobile Communication Service by Integrating the Mobile Communication Technology (이동통신기술과의 연관성을 고려한 차세대 이동통신서비스의 수요예측에 관한 연구)

  • 주영진;김선재
    • Journal of the Korean Operations Research and Management Science Society
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    • v.29 no.1
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    • pp.87-99
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    • 2004
  • In this paper, we have developed a technology-service relationship model which describes the diffusion process of a group of services and relevant technologies, and have applied the developed model to the prediction of the number of subscribers to the next generation mobile service. The technology-service relationship model developed in this paper incorporates the developing process of relevant technologies, a supply-side factor, into the diffusion process of specific services, while many diffusion models and multi-generation diffusion models in previous researches are mainly reflect the demand-side factors. So, the proposed model could effectively applied to the telecommunication services where the developing of the relevant technologies are very essential to the service Penetration. In our application, the Proposed model provides a competitive substitution between the next generation mobile service and the traditional mobile service.

유.무선 통합과 대체에 따른 규제 정립방향

  • 최병철
    • Proceedings of the Korea Technology Innovation Society Conference
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    • 2001.05a
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    • pp.41-58
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    • 2001
  • The growth of fixed telephony has been steady but unexceptional. The number of mobile telephone subscribers, however, has increased dramatically throughout the decade. The increasing prevalence of mobile communications, in conjunction with the relatively high penetration of fixed telephony, will cause the market for converged services to become significant in coming decade. The current fixed and mobile regulatory regimes are very different. Regulation of the fixed market tends to focus on monitoring the activities of incumbent operator and ensuring that other operators can compete on a fair basis. Mobile markets have historically been more competitive, and the asymmetric nature of regulation of these markets has not been as prevalent as for fixed communications. The purpose of this paper is to identify the fixed-mobile convergence and to suggest the future regulatory principles for fixed-mobile convergence.

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The Effects of Device Switching on Online Purchase: Focusing on the Moderation Effect of Switching Time and Internet Infrastructure (기기전환이 온라인 구매에 미치는 영향: 전환 시점과 인터넷 인프라의 조절 효과를 중심으로)

  • Jungwon Lee;Jaehyun You
    • Journal of Intelligence and Information Systems
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    • v.29 no.1
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    • pp.289-305
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    • 2023
  • The rapid increase in the use of mobile devices is changing consumers' online shopping behavior. However, the difference in the effect on the conversion rate according to the time when consumers switch from a small screen to a large screen has not been sufficiently studied. In addition, the differences in the effect of device conversion on purchase performance according to the characteristics of each country's infrastructure have not been sufficiently studied. Against this background, this study aims to analyze whether the timing of switching from mobile devices to PC devices and the country's mobile Internet penetration rate are moderating the positive effect of device switching on purchase performance. For empirical analysis, Google Merchandise Store data was collected and 101,466 data from 130 countries were analyzed with a multilevel model. As a result of the analysis, consumers' device switching (i.e., mobile to PC) had a positive effect when it occurred in the middle of the consumer journey. However, it was analyzed that when device switching occurred at the later stage of the consumer journey, it had a negative effect on purchase performance. In addition, it was analyzed that the higher the mobile Internet penetration rate, the weaker the positive effect of consumer device conversion on purchase performance.

A study on a forecasting the demand for the future mobile communication service by integrating the mobile communication technology (이동통신기술과의 연관성을 고려한 차세대 이동통신서비스의 수요예측에 관한 연구)

  • 주영진;김선재
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 2003.11a
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    • pp.74-78
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    • 2003
  • In this paper, we have developed a technology-service relationship model which describes the diffusion process of a group of services and relevant technologies, and have applied the developed model to the prediction of the number of subscribers to the next generation mobile service. The technology-service relationship model developed in this paper incorporates the developing process of relevant technologies, a supply-side factor, into the diffusion process of specific services, while many diffusion models and multi-generation diffusion models in previous researches are mainly reflect the demand-side factors. So, the proposed model could effectively applied to the telecommunication services where the developing of the relevant technologies are very essential to the service penetration. In our application, the proposed model provides a competitive substitution between the next generation mobile service and the traditional mobile service.

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Platform study for museum mobile portal service (박물관 모바일 포탈서비스 제공을 위한 플랫폼 구축 연구)

  • Doo, ll Chul;Shin, Hyun Wook
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.10 no.1
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    • pp.147-155
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    • 2014
  • The rapid increase in the penetration rate and diverse utility of smart devices opens an opportunity for a development in creating a user-oriented ubiquitous system. And it allows audiences to deploy the exhibition-helping contents regardless of the restriction of place and time with using the smart devices of audience themselves. Also it needs to build a mobile web-based portal system for the related services. To do this, Firstly, it needs the corresponding strategies on a smartphone-based environment such as technical competence, systematic preparation of exhibition with compatible mobile contents, and a compatible channel for interactivity. Secondly, it needs the differentiation of exhibition guide with the existing system: an adoption of augmented reality, panoramic technology and simulation effect aiming for an improvement in a sense of immersion and reality for audience, and building up additional contents with a diversity of formats of image, sound, and video for customer satisfaction.

Research on Use Motivations of Mobile Payment Adopters: A Case Study on Chinese Oversea Students in South Korea

  • Liu, Zi-Yang;Li, Hao;Chen, Yi
    • Journal of the Korea Society of Computer and Information
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    • v.23 no.8
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    • pp.59-66
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    • 2018
  • In this paper we purposes to analyze the motivation of mobile payment adopters. In this study, with unified theory of acceptance and use of technology (UTAUT) model as the basis of research, we set up a structural equation model based on gender, age, experience and voluntary, collected data in the form of a questionnaire survey and analyzed drivers that affected mobile payers. In this study, The necessity of this paper is that the group of Korean students belongs to a special group with nearly 70,000 people. The penetration rate of mobile payment in China is 77%, ranking first in the world, but after the young people came to Korea. There are many obstacles and inconveniences when using mobile payment. We have proposed special subjects for special populations. the survey data were analyzed using SPSS22.0 and AMOS22.0 statistical software and the proposed model was modified. The results show that consumers' mobile payment is mainly motivated by social influence and performance expectancy. These results are of theoretical value and offer a new direction and implications to mobile payment developers. Besides, they also provide useful information and guidance for enterprises to aim at the market of Chinese oversea students in South Korea.

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.

Evaluation Method of Mobile Commerce (모바일 커머스 시험 평가 방법)

  • Yang, Hae-Sool;Kang, Sang-Won
    • Journal of Digital Convergence
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    • v.13 no.2
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    • pp.141-151
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    • 2015
  • As smartphone penetration increases are mobile payments service are expanding. Mobile Commerce software market is trend that is soaring. Accordingly, high reliability Mobile Commerce request of high quality are enlarged. And The greater amount of data is going to be more mobile commerce market situation is also gradually increased. In this paper, I surveyed and analysed the general trend and test/certification trend of mobile commerce software, and developed the mobile commerce software quality evaluation metrics base on ISO/IEC 9126 and ISO/IEC 12119, the standard about the quality evaluation.