• Title/Summary/Keyword: Mobile Service Adoption

Search Result 108, Processing Time 0.035 seconds

A Survey on Service Demand and Industrial Classification of Smart Work (스마트워크 산업의 분류 체계 및 서비스별 수요 조사 분석)

  • Kim, Hoontae;Ji, Yong Gu;Oh, Seongtak;Han, Hyeongjin
    • The Journal of Society for e-Business Studies
    • /
    • v.19 no.1
    • /
    • pp.145-157
    • /
    • 2014
  • The advent of ubiquitous connectivity from smart devices and network is changing the lifestyles of workers and work patterns. However, the smart work for the knowledge workers and mobile workers is not yet popular due to not enough services in supporting smart work and difficulties in employing smart work. For these reasons, it is necessary to study the current smart work industry to provide the bases for incubating smart work industry and increasing the smart work adoption. In this study, first, we reviewed and analyzed the smart work services. And then, we classified the smart work industry based on their services. Second, we conducted a survey study to identify the factors that affect on the adoption of smart work. Finally, we provided the current adoption rate of smart work services and discussed the Willing-To-Use, cost, and barriers from the smart work adoption.

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
    • /
    • v.16 no.2
    • /
    • pp.123-141
    • /
    • 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.

Intension to Use Mobile Banking: An Integration of Theory of Planned Behaviour (TPB) and Technology Acceptance Model (TAM)

  • Amrutha Sasidharan;Santhi Venkatakrishnan
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.18 no.4
    • /
    • pp.1059-1074
    • /
    • 2024
  • The paper is an attempt to study the individual's intention to use mobile banking. In light of the results obtained from the study, the proposed model offers a better fit with the data and explains the intention of individuals to use mobile banking services. Government support, trust, and compatibility significantly contribute to the Perceived behavioral control of a bank customer to use mobile banking while Perceived ease of use, Perceived usefulness, Security and privacy, and risk have a significant positive impact on the attitude of the individuals to utilize mobile banking service. The study uses primary data and the final instrument was administered to 950 respondents, across the country of which 904 data were used for the analysis after editing to accommodate the missing values. The study has adopted structural equation modeling approach to analyze the relationships between the variables in the study. The proposed framework in this study can be utilized to identify the factors that promote the adoption of mobile banking practices and the study also has the potential to provide updated and comprehensive literature on mobile banking, which can accelerate future research in this field.

Effect of Mobile Devices on the Use Intention and Use of Mobile Banking Service in Myanmar (미얀마에서의 모바일기기 특성이 모바일 뱅킹 서비스 사용의도와 실제 사용에 미치는 영향 연구)

  • Myo, Salai Thar Kei;Hwang, Gee-Hyun
    • Journal of Digital Convergence
    • /
    • v.15 no.6
    • /
    • pp.71-82
    • /
    • 2017
  • Most banks in Myanmar have begun to provide their services via mobile phones. However, few studies investigated the factors that may help to set mobile services from a customer perspective. So, this study aims to propose and test a conceptual research model to predict the user's intention to use and actual use level of mobile banking service by combining UTAUT and DeLone-Mclean IS model. Data were collected from 206 citizens who had experienced mobile banking in various regions of Myanmar. The study found that performance expectancy, effort expectancy, information quality and service quality influence the user 's intention to adopt mobile banking services which directly affects the user's actual use of them. However, social influence, facilitating condition and system quality don't influence the user's intention. The study results contribute to meeting customer's needs and reducing customer risk in Myanmar's mobile banking industry, suggesting to seamlessly provide the necessary resources like technology improvements, organizational infrastructure and service centers. Another future study are required to include service's security and trust factors so that the service providers could gain their customers' reliability and trust.

Research Trend in 5G-TSN for Industrial IoT (Industrial IoT를 위한 5G-TSN 기술 동향)

  • Kim, K.S.;Kang, Y.H.;Kim, C.K.
    • Electronics and Telecommunications Trends
    • /
    • v.35 no.5
    • /
    • pp.43-56
    • /
    • 2020
  • The 5G system standardization body has been developing standard functions to provide ultra-high speed, ultra-high reliability, ultra-low latency, and ultra-connected services. In 3GPP Rel-16, which was recently completed, this system has begun to develop ultra-high reliability and ultra-low latency communication functions to support the vertical industry. It is expected that the trend in the adoption of mobile communication by the vertical industry will continue with the introduction of 5G. In this paper, we present the industrial Internet-of-Things (IIoT) service scenarios and requirements for the adoption of 5G systems by the vertical industry and the related standardization trend at present. In particular, we introduce the 5G time-sensitive networking standard technology, a core technology for realizing 5G-based smart factories, for IIoT services.

A Study of on the influence of Smartphone Acceptance Factors Such as University Students' innoovativeness, Self-efficacy and Social-Influence (대학생들의 혁신성, 자기효능감, 사회적 영향이 스마트폰 수용에 미치는 영향)

  • Park, Jong Soon;Lee, Jong Man
    • Journal of Korea Society of Digital Industry and Information Management
    • /
    • v.9 no.1
    • /
    • pp.189-202
    • /
    • 2013
  • Recently, Smartphone is not only used as a communication medium, but also provide mobile service tool enabling game, internet surfing, DMB, navigation services, and so on. A lot of smartphone's applications are using for our daily lives. The purpose of this study was analyze affecting factors such as innovativeness, Self-Efficacy and Social-Influence on adoption behavior of smartphone application. This survey was carried out with university students. Data were obtained from 293 students who have smartphone. To Find difference among variables, exploratory factor analysis, t-test and multiple regression was carried out with collected data. Result shows that the distinction of sex is significantly difference in innovativeness and self-efficacy. And self-efficacy and social influence are significantly affect to smartpjone adoption. Therefore, self-efficacy and social influence are import consider factors to reconsider marketing strategy for smartphone business.

The TV Audience's Traits, Media Usage and the Adoption of the Satellite DMB : Focus on the Understanding and Evaluation of the Local TV Audience (시청자 특성, 미디어 이용과 위성 DMB의 수용 : 지역 시청자의 인식과 평가를 중심으로)

  • Lee, Si-Hoon
    • Korean journal of communication and information
    • /
    • v.28
    • /
    • pp.141-169
    • /
    • 2005
  • This study considered the factor of the adoption of the satellite DMB. This study focus on the TV audience's demographic traits and media usage. The results are follows : 1) the elder-aged group, high-educated group and car driver group have high intention to be subscriber for the satellite DMB service. 2) the white collar group and the middle income group have high intention to be subscriber for the satellite DMB service. 3) the many media use group and the many function use of mobile phone group have high intention to be subscriber for the satellite DMB service. 4) the local TV audience like the entertainment genre in video and audio service and the information genre in data service 5) the local TV audience don't mind of the re-transmission territorial broadcasting by the satellite DMB service.

  • PDF

A Study on the Perceived characteristics of the mobile payment service using the technology acceptance model (기술수용모델을 활용한 모바일 소액결제 시스템의 인지적 특성 분석)

  • 이석기;김성희
    • Journal of the Korea Society of Computer and Information
    • /
    • v.9 no.1
    • /
    • pp.103-109
    • /
    • 2004
  • Mobile payment service is a new innovating technology in the micro payment industry. Although it emerged only one or two years a9o in Korea, it is now highly used and prospered by many online companies. Traditional studies concerning the electronic payment system are usually about the payment process itself, so they stressed the security or the robustness of the process. The study from the angle of behavioral science seldom exists. This article describes the phenomenon of technology adoption with a particular focus on telephone Payment service. The article identifies which characteristic of the telephone payment service affects to the user status (user, non-users). To do this, this article mainly used Roger's Technology Acceptance Model and some characteristics are added to the model. The most important perceptual characteristic that affects to the user status was not security, but ease of use-the telephone payment service had to enhance continuously for the competitive advantage over the other payment service. Observability and convenience are also noted as important.

  • PDF

A Study on Consumer's Word-of-Mouth Intention of Off-line Mobile Payment Service: Focused on the Comparison between Korean and Chinese Consumer (오프라인 모바일 결제 서비스에 대한 소비자의 구전의도에 관한 연구: 한·중 소 비자의 비교를 중심으로)

  • Jung, Mi-Ra;Lim, Sung-Jin;Han, Kyeong-Seok
    • Journal of Digital Contents Society
    • /
    • v.18 no.6
    • /
    • pp.1109-1118
    • /
    • 2017
  • With mobile payment always at the center of the fintech craze all over the world, many countries led by China, India, England and Brazil are dedicated to activating and supplying online and offline mobile payment services, securing competitive advantage in the global mobile payment market. However, Korea that had proudly considered itself as an IT power was crowded out of the top 10 ranking, falling behind even Australia, Mexico and Germany. Therefore, this study conducted an empirical research to measure the word-of-mouth intention of general consumers using offline mobile payment service in Korea. Furthermore, it comparatively analyzed the world's most powerful country, China, in mobile payment services, and analyzed the difference in consumer perception between Korea and China.

An Empirical Research on Skin Care Application Adoption (피부관리 애플리케이션 수용에 대한 설문조사 연구)

  • Jung, Eun-Young;Noh, Joo-Young;Park, Dong-Kyun
    • Journal of the Semiconductor & Display Technology
    • /
    • v.15 no.4
    • /
    • pp.51-60
    • /
    • 2016
  • Consumers who use mobile applications for their skin care are increasing due to increasing interest in skin care and smart phone use. A survey was conducted to select popular skin care mobile applications to be installed in the smart phone targeting 1,000 men and women in South Korea who are interested in their skin care. Questioned items included skin care awareness and recognition, skin care type, and the intention of using skin health care mobile services. The respondents thought the best skin as 'Flawless skin (52.3%)'. Also, 'Skin trouble' and 'Skin aging' were their major concerns. 47.1% of the respondents used mobile skin care applications, and 56.6% intended to try new mobile skin care services. The results on interesting field of skin care showed significant difference depending on gender, marital status, and annual average household income. Moreover, the results on effort made for skin care showed significant difference depending on age, gender, and marital status. They wanted the functions such as 'Review on cosmetic products by brand (23.8%)', 'Self skincare method (16.8%)', 'Continuous monitoring service (16.2%)', 'Information on cosmetic products (13.4%)'. The result of this study would be reliable as basic material for skincare mobile service area. Further studies could be focused on developing application in accordance with needs and how it should be applied.